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Ben
KeymasterCrew with that ability have been seen at 4 points, so that’s whee I’d put the ability, which means the DotN is an 18 point ship before that ability is added.
Just like world hater, it’s an ability that ideally would scale in cost to the number of cannons on the ship. A ship that essentially has 6 cannons can make great use of it, especially if you add a cannon bonus. And as always, I prefer to overprice things when creating customs rather than underprice, because that really seems like the clear right thing to do. With 5 cargo you would have plenty of space to add captain, helmsman, World Hater, and maybe something like exploding shot (imagine that combined with Cargo Wrecking) or another cannon bonus against a specific faction that could make the cannons 2L against Pirates for example.
I didn’t notice them as much on the first run though, but I quite like Jozeran and Xavier.
Awesome, I hope we’ll be seeing them this year. ?
I would assume that a backfiring equipment would still have effect on a Flotilla, since there is no such thing as a free lunch.
That has already been answered by the Code:
-A flotilla does not have masts, so abilities and effects that refer to masts have no effect.
Ben
KeymasterThe Cargo-Wrecking, though very useful, isn’t much of a point booster either, especially since the Devil has all rank-4 cannons.
I strongly disagree. If it’s useful, it has to increase the point cost. 6 cannons at 4L is not trivial, and a world-hater to essentially make them all 3L’s is easy to add (especially considering customs and not just DJC Fantasma), making the Cargo Wrecking ability that much more important and relevant. All that cargo could easily be used to make the ship a beast of a gunship.
Thanks, glad you like the Flameburst! Maybe it’s partly because they’re from Fire and Steel, but I certainly like the idea of flotillas using equipment/special shots, partly because they don’t have a “mast” to eliminate if things backfire on 1’s. 🙂
What would be really neat to see happen (in general – not specific to this ability) is that the fire would always take existing masts first, then would spill over and spread to empty slots, but for being a relatively easy concept to understand, it’s a tricky one to write out in a concise, unambiguous way.
Isn’t that how it always happens by default? Not seeing in the Code if fire masts are supposed to spread to empty slots once all the regular masts are consumed, though it doesn’t matter too much at that point because you’d automatically scuttle before giving extra (arbitrary at that point) fire masts.
Satan’s Ascent
Type: Ship
Faction Affiliation: Cursed
Rarity: R
Point Value: 22
Number of Masts: 3
Cargo Space: 6
Base Move: S
Cannons: 2S-3L-2S
Ability: Submarine. Firepot Specialist.* L-range cannons cannot hit this ship. If this ship is not assigned any crew, she gets -1 to her d6 rolls.
Link: The Archking DemonlordFlavor text: This submarine was built to bring Satan himself from the depths of Hell to the seas of the living. The massive sub is carrying all manner of fiends that anticipate the arrival of Satan. It remains to be seen if The Archking Demonlord will stay aboard or command a larger vessel.
Wanted to make a really unique submarine. Also toying around with an ability that allows the sub to surface while underneath a ship, which would displace the surface ship and maybe eliminate a mast. Tough to make into an ability though.
I know it’s arguably a little hypocritical for me to harp on steam/iron stuff and then make custom subs or sea creatures, but it’s because Wizkids already made them so they’re in the game regardless of how I feel. (if Wizkids hadn’t introduced subs, I’m sure I wouldn’t be making any custom subs) The submarines and sea creatures from Epic Seas are still a pretty minimal total of the huge number of game pieces in the set.*FPS: Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 5-6 remove the fire mast; on a 1-2 the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.
The Archking Demonlord
Type: Crew
Faction Affiliation: Cursed
Rarity: R
Point Value: 11
Ability: Captain. You own any derelict this ship explores; both ships become docked at your home island. If this ship’s point cost is matched by the point costs of the crew assigned to her, you may roll a d6 each turn. On a 5-6, this ship gets +S to her base move that turn.
Link: Satan’s AscentFlavor text: Spurring Cursed fiends to new heights is The Archking Demonlord. He is always improving his commands, whether they lie above or below the waves. After his ship is in tip top shape, he turns his attention to his crew complement – with enough experienced bodies, he can surprise opponents with bursts of speed that give him an upper hand in battle.
His final ability is about maxing out a ship’s point cost with crew. Which can be hard or impractical, which is why I didn’t make the ability more expensive. 2 points is already as much as Helmsman, but he’s powerful because any ship he’s on will pretty much always have a Helmsman crew as well. On a 10 master with a helmsman and reroll he could add another S rather frequently, but would still require a huge point investment. Plus, once a single crew is eliminated, the ability wouldn’t work.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterBeing faction-specific, I’d be very hesitant to make it anything other than a 0-point ability, and not even as a “half point” that could put you over the top when paired with a Hostile or Loyal.
Absolutely, I was not wanting it to be a -1 for cost or anything. It would be “free” as a thematic negative, especially since if it applied to only one faction, it probably wouldn’t matter much in most games.
The other thing to watch for, whether the tag can be applied after the fact or not, is tracking. Is it based on the ship that captures the crew, the ship that unloads the crew, whatever nation is the majority in your fleet, or something else?
My thinking was the aggressor, meaning the ship/crew that eliminated or captured the crew. Definitely a tougher one that would have to be more clear for use though.
Ben
KeymasterWhat happens when you roll a number higher than the number of masts on the ship?
It would replace all the masts with fire masts, but not sink it outright.
Does it apply to only current masts, or total masts? (In other words, do you fill empty slots with fire masts if there aren’t enough remaining masts?)
I used to wonder about that a lot in terms of general fire masts. Here it would apply to current masts to simplify and so players couldn’t just keep their existing masts up.
“Replace a number of masts on the ship equal to the result.” Hopefully that replacement of the last sentence clears that up.
Ben
Keymaster@Woelf: Do you see any nasty rules issues by making Ransom faction specific, similar to Hostile and Loyal?
For example, “Ransom: Spain” would mean that only the Spanish could get the benefit of the keyword. This is for thematic reasons of course and to simulate some but not all nations putting a price on someone’s head.
Could even try to apply it in-game: once a named crew is hostile against a faction, they get a “Ransom tag” almost like the Bounties in Merchants and Marauders.
Ben
KeymasterThis is a preview of sorts…. 😀
Jozeran Danklidge
Type: Crew
Faction Affiliation: Mercenary
Rarity: C
Point Value: 6
Ability: Ex-Patriot. Shipwright. HI Raider.Flavor text: Originally finding employment as a ship’s carpenter, Danklidge has slowly gained a reputation as a mercenary that can slip into and out of ports unnoticed. This has greatly increased his personal wealth, but at the cost of being on Spain’s most wanted list.
Xavier Gedry
Type: Crew
Faction Affiliation: Mercenary
Rarity: C
Point Value: 3
Ability: Ex-Patriot. This ship gets +1 to her cannon rolls when carrying gold.Flavor text: Xavier Gedry is willing to put his skills to work only when he is paid first. Once the doubloons start flowing, his guns get hot.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterBen
KeymasterGot some pretty wild, crazy, and fun fleets brewing for that game I’ve talked about a little, hopefully to happen in September. I’m thinking I might release at least one of the fleets to be used in the game, but I don’t want to release all of them beforehand. Almost all of the fleets use only Wizkids pieces, but the final fleet for the game I just made includes stuff from regular sets, RtSS, customs from my Epic Seas set, AND an unreleased ship. O_O
All in favor of seeing at least one of the fleets, say aye. XD
Ben
Keymaster@Xerecs, Darkhurst: Thanks! Glad you share my enthusiasm for the new ship.
Made some more today, here are 2 of the 5 new ones.Devil of the North
Type: Ship
Faction Affiliation: Cursed
Rarity: C
Point Value: 22
Number of Masts: 3
Cargo Space: 5
Base Move: S
Cannons: 4L-4L-4L
Ability: Longship. Cargo Wrecking. [When this ship hits an enemy ship, you may also eliminate one cargo from that ship.]Flavor text: The first of the “regional devils” to begin terrorizing a specific part of the world’s oceans, this powerful longship is slowed by the weight of her massive powder room and excessive weaponry stowed in the hold.
Cost may increase, though that would mostly be due to OP crew combos I think.
Flameburst
Collector’s Number: 734 (for now, just included for kicks since the set is so huge XD)
Type: Flotilla
Faction Affiliation: Mercenary
Rarity: R
Point Value: 12
Number of Masts: 1
Cargo Space: 0
Base Move: T
Cannons: 3L-3L-3L-3L
Ability: Mercenary. Flotilla. Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. Instead of giving this flotilla an action, you may remove it and any assigned cargo from the game; if you do, place one fire mast on all ships within S of this flotilla.Flavor text: The Mercenaries gathering together in the Pacific Ocean have stolen a European weapons concept and made their own version. This armed barge is a floating time bomb – at any point the gunners might just set fire to the explosive ammunition and cause a huge explosion that would devastate anything unlucky enough to be in the vicinity.
Not sure if this one is also undercosted… definitely a great candidate for a whirlpool bomb, especially if the towing ship could get another action to move away from the blast before it happened. I probably shouldn’t make customs that are tailor made for my whirlpool raiding strategy, but I don’t think this is the first….
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterNice to see some folks online over the past month, including a bunch of (new?) names I don’t recognize.

Ben
KeymasterOne of my favorite customs I’ve made in a while, though very over the top. 🙂
Grand Phoenix
Type: Ship
Faction Affiliation: Jade Rebellion
Rarity: R
Point Value: 33
Number of Masts: 6
Cargo Space: 4
Base Move: S+L
Cannons: 4L-2L-2L-2L-2L-4L
Ability: Junk. Eternal. Firepot Specialist. When this ship sinks, roll a d6 for every ship within S of her, both at the point of sinking and when she docks at your home island via Eternal. The result is the number of fire masts that ship receives.Flavor text: One of the most awe-inspiring ships ever to sail the seas… the Grand Phoenix brings flame and elegance to every location she visits. The Jades built her specifically to explode like a massive firework when water reaches a critical point in her hold. Unfortunately the ships they build to replace her seem to malfunction in drydock, leading some to believe that the ship’s name is cursed.
FPS: Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the ship’s controller replaces one of her masts with a fire mast. At the beginning of every turn, roll a d6 for each fire mast. On a 5-6 remove the fire mast; on a 1-2 the ship’s controller replaces another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or at a fort, remove all fire masts as a free action.
For once I also have some cool ideas in mind for what it would look like… Artwork: greenish hull, brown decks, orange sails with red/orange phoenix on the fore mainmast.
Evylaethil
Type: Crew
Faction Affiliation: Jade Rebellion
Rarity: C
Point Value: 5
Ability: Shipwright. This ship gets +2 to her boarding rolls.Flavor text: Evylaethil is able to use their sword to make swift repairs to a ship’s rigging, but also to lead aggressive boarding parties that result in lopsided victories.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterNot seeing the picture, was there a link?
Ben
KeymasterIs ‘This crew takes up no cargo space’ an ability unto itself that is subject to the no-stacking rule?
Yes. Which is actually good because otherwise you’d be able to use a TON of oarsmen without regard to cargo limitations on a ship with a Sac Captain. The first crew with that ability on a ship doesn’t take up space, but the rest do. (therefore the answers to the other 2 questions in that paragraph are yes, no)
I’ll let Woelf handle that distinction on the recruiter crew. It does seem like they would stack with the regular “no space” ability text, but only one of each per ship of course.
Another related question – if you have used links and/or crew that do not take up cargo space to exceed the printed cargo capacity of a ship, do you have to reveal to your opponent that your arrangement is legal?
Check out Page 4.
—If a linked crew is facedown and its link is required to make the setup legal you must indicate to your opponents that a link is present, but you are not required to indicate which specific link is in use. If necessary, a Privateer may be asked to verify it is legal without revealing the crew.
Does that count as ‘using the ability’ of the crew in question (meaning you would have to flip them during crew placement)?
Even if you had to reveal it to other players as a kind of courtesy house rule (which I think would be reasonable), the ability should not trigger either way because it’s not during gameplay or on a specific turn. Again though, Woelf can clarify better than me.
What about when you load treasure?
I think all UT’s that are loaded facedown take up cargo space normally. Not sure if that answers your question.
Ben
KeymasterSo you suggest a link similar to the Heart of Stone?
I think that makes more sense than making the entire ship borderline invincible. The ringbearer couldn’t hide the building he was in, for example. Let alone allow a large sailing vessel to be impervious to any kind of damage. It’s a ring for one person, not a sci-fi cloaking device. I might not be so concerned about the thematics of it if it was less powerful, but as Woelf said, it’s OP.
There’s a ton of variations you could do. Ideally this guy might be his own crew, with the Nazgul crew linked to him. I know it’s absurd, but if you really want to make it like the movies, you could make all 9 ringwraiths as individual named crew and have the Fell Beasts be Sea Dragons with 1 cargo each that aren’t subject to the No-Duplicates rule. XD
I think Wikipedia has it right…. (with the names)
Ben
KeymasterIt’s because eBay’s system is lame and never works half the time when you put in the proper information. LOL.
Welcome aboard! That sounds familiar to experiences I’ve had in the past, possibly as both a buyer and seller.
Thanks for the info!
Ben
KeymasterThe SR’s look pretty fair overall, though I think The Ring might be less OP if it was linked to a crew that couldn’t be eliminated (or turned face up?) rather than an entire “invisible” ship.
I understand it’s just an interpretation of existing concepts from a different fantasy world, but the choice of game pieces is more of an issue IMO than the gameplay stats. To me it follows that Nazgul would be crew, the Fell Beasts would be sea dragons (with a cargo for a Nazgul) or small fast ships, and Barad-dûr would be a fort. Assuming you keep them all the same, I think it would be somewhat fitting to make Barad-dûr slower but more accurate with cannons. (in which case I would swap out Man-O’-War for “this ship gets +1 to her boarding rolls for every crew assigned to her”, but that’s me trying to optimize the thematic nature of the LotR stuff)
Devil’s Storm
Type: Ship
Faction Affiliation: Cursed
Rarity: C
Point Value: 12
Number of Masts: 2
Cargo Space: 2
Base Move: S+S+S
Cannons: 2S-2S
Ability: Longship.Flavor text: Unlike the crazed bloodthirsty fiends manning the majority of Cursed ships, the crew of the Devil’s Storm prefer to win their fights with blazing speed and accurate cannon fire.
Invarri (inspired by the Inferi from Harry Potter)
Type: Crew
Faction Affiliation: Cursed
Rarity: C
Point Value: 2
Ability: If this ship wins a boarding party, you may eliminate a crew in addition to any other results. These crew are not subject to the No-Duplicates and No-Stacking rules.Flavor text: Bloodsucking creatures with lanky naked bodies, the Invarri are a feral menace unlike Trogs and other devilry. Some Cursed captains have been filling out their ships with them – you can always tell by the large number of sharks following behind the ship.
Not sure if this could go to 1.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterThis LE lot looks nice. Though there’s a mystery shipping amount from Canada.
Ben
KeymasterIf anyone doesn’t already have a lot of OE, here’s some serious quantity.
Ben
KeymasterThat ship gains the Parley keyword for this turn.
This is actually quite powerful, because you can target a ship in the middle of a battle from far away, and make it very difficult to take down. As long as the ship is in a different location, you wouldn’t be able to cancel the ability effectively either to combat it. I’m of the opinion that Parley alone is worth 3 points, so having this at just 2 seems very cheap. I think the crew should start testing at 11 points. (I also don’t think Hostile: England is enough to subtract a point)
I’m probably missing some OP combos or rules issues, but I think the Challenger is a good job of implementing a super powerful ability without breaking the game – jack the cost way up, and make the underlying game piece quite poor. I think you’ve done a great job with it, but again I may just be not thinking about enough possibilities. You’d have to spend a ton of points to really optimize her as a weapon, and then an enemy canceller can potentially take her down for cheaper. That last negative ability really helps too.
However, I think the ability text should be more specific. “Damage” to some people could mean any kind of harm – I think something about how the masts cannot be removed/eliminated/replaced would be better. It also seems like a Scorpion blade attack would still get through, so that might be a tricky case.
I love Hellsing and the Leviathan, great job with those. Looking forward to the SR’s. (I think XD)
Risky Bet
Type: Ship
Faction Affiliation: Mercenary
Rarity: U
Point Value: 9
Number of Masts: 2 (blockade runner)
Cargo Space: 3
Base Move: S+L
Cannons: 3L-2S
Ability: Mercenary. Pirate crew can use their abilities on this ship.
Link: Jordan GarnisonneFlavor text: The newly named Risky Bet was won in a bizarre wager by Jordan Garnisonne. The ship is sleek and fast, perfect for mercenary raiding missions.
Jordan Garnisonne
Type: Crew
Faction Affiliation: Mercenary
Rarity: C
Point Value: 6
Ability: Ex-Patriot. Captain. When this ship hits an enemy ship on a 6, the controller eliminates an extra mast. On a 1, eliminate a mast from this ship.
Link: Risky BetFlavor text: During a raucous night in Tortuga, Garnisonne claimed royal descent and won a bet at low odds to win himself command and control of his first vessel. His good luck has gone to his head, as he now instructs his crew to overload his cannons with extra powder and round shot.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterBen
KeymasterJust printed out Cadet-Captain Mike’s List of Top Ten[s] for my rules & strategies binder; that is fantastic!
They are great! As my experience has grown over the years I’ve started to disagree with a few of them, but it’s a great resource and fun to just look through.
Ben
KeymasterGiven that her maiden voyage saw the end of Captain Mysion and his entire personal fleet
No thanks! Mysion’s not dead! XD 😛 Besides, someone else already took care of that….
L’annonciateur could be fair at 19 points with that second ability. If it’s the first ability, I think 21 points would be better. We don’t need to start handing out HMS Endeavour type ships to every faction IMO.
In addition, a legendary ship like the Harbinger being captured brings up additional flavor questions. I can’t really imagine that ship not being pirate….
Gold Wind
Type: Ship
Faction Affiliation: Jade Rebellion
Rarity: C
Point Value: 14
Number of Masts: 3
Cargo Space: 6
Base Move: S
Cannons: 4L-4S-4L
Ability: Junk.Flavor text: Tales of riches are told aboard this vessel, built to bring gold and fine gems to the Emperor.
Dalavai
Type: Crew
Faction Affiliation: Jade Rebellion
Rarity: C
Point Value: 4
Ability: Captain. Cursed crew can use their abilities on this ship.Flavor text: Dalavai is an enemy from within. He became captain when the Jade Rebellion had a shortage of sailors, yet has slipped away from being disciplined after his morals were proved faulty. It remains to be seen if the top Jade commanders will arrest him, or if they actually appreciate the occasional fiendish alliance that is usually on their side of fights.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterRipped Canvas
Type: Ship
Faction Affiliation: Pirate
Rarity: U
Point Value: 8
Number of Masts: 2 (blockade runner like Le Courageux)
Cargo Space: 3
Base Move: S+L
Cannons: 3S-3S
Ability: Chainshot Specialist.Flavor text: These pirates are obsessed with shredding enemy sails until their “art” takes on a ghostly appeal.
Jacquotte Delahaye
Type: Crew
Faction Affiliation: Pirate
Rarity: U
Point Value: 5
Ability: Captain. This ship gets +1 to her boarding rolls. This crew cannot be captured.Most crew like this are in my fantasy set because their historicity is disputed at best.
Dead Cove
Type: Fort
Faction Affiliation: Pirate
Rarity: C
Gold Cost: 4
Cannons: 4L-4L-3L-3L
Ability: Krakens touching this island may be given repair actions.Flavor text: The cove where Terrox was born, this strange outpost is frequented mostly by non-humans.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
July 31, 2019 at 10:01 PM in reply to: What expansions do you have? What is your favorite expansion? #8461Ben
KeymasterDiscovered this week whilst pulling a pretty sizable assortment from my “double dupes,” that I really love SCS. The assortment is for a friend new to the game, and because I had comparatively little from SCS to give to him, it emphasized what a player would be missing from a lack of those cards.
SCS is amazing. I think it’s definitely in the conversation for best set ever. Which is not an opinion I had before I acquired most of it in late 2014. It can really stand up to the first 3 sets quite well, and is arguably tied with CC as the most “perfect” set with the least amount of flaws (though I’d still go with CC there because of the events in SCS).
Ben
KeymasterPurchased one of the 2007 Pirates of the Spanish Main RPG (Savage Worlds) hardbound books today, at my OOP-friendly neighborhood games shop.
Captain Vendari has played and enjoyed that a bunch in the past.
Ben
KeymasterOOPS!! Looks like I’m to blame for the linking problem. The issues are LINKED!! XD It seems that in my haste to clean up and prevent the spam, I changed a setting that added “comments” containing 1 or more links to a “moderation queue”. However, that seems to have affected the forum as well, rather than just the site comments you can submit on posts and pages (which are separate from the forum of course). I have modified that setting back to 0 and I just successfully made a test post with a link using my non-admin account that I use for testing purposes (a justifiable “sock puppet” 🙂 )
Hopefully it will work now….
Edit: Just found the moderation queue for forum posts, so I’m trying to restore posts that didn’t show up so people’s time wasn’t completely wasted.
PS: Time stamps may seem off depending on your time zone due to US Daylight Savings Time. I think I’ll just keep it on UTC-5 for New York.
Ben
KeymasterI’ve been trying – unsuccessfully – to embed a link to the Pinnacle Entertainment Group
Yes, links are not working for anyone but me it seems. Sorry and I’m trying to fix it.
Ben
KeymasterSo you could keep the starter packs as the “game in every pack” variant where islands, crew, and random ships are all included but then other packs that are cheaper to produce and do not contain everything could be sold separately. Those could be the single nation, or crew only… ect options available.
I’ll give a +1 bonus to this idea. XD
Makes a lot of sense. A starter pack for each set with 5-10 ships, then ship/crew/etc packs for the real “expansion” part.
Ben
KeymasterAbout how rare was the Revenge from SM? Not the 11 point uncommon one, but the promotional one?
Not all that rare from what I know. I don’t remember having trouble acquiring mine and I don’t think I paid much. I think a collector posted at MT about giving them away. (though they shouldn’t be as common as the Obago)
Ben
KeymasterI think Pandemonium could be more suited for standard play if the equipment it uses had to be on the island with the fort.
I think I might make an alternate version like that for less points.
I am developing a “class” of three fictional steam-
That’ll be a no from me, dawg! XD (not that you would expect anything else from me lol)
Made these today:
Heir to the Satanic Temple
Type: Crew
Faction Affiliation: Cursed
Rarity: C
Point Value: 5
Ability: Loyal: Cursed. Cannoneer. Firepot Specialist. This crew can use its abilities in forts.Flavor text: With the recently deposed “King of the Satanic Temple” in hiding after a complicated scandal, this heir to the throne is ready to control one of the more powerful Cursed forts. His knowledge of gunnery should make the fort even more dangerous than before.
Satanic Temple
Type: Fort
Faction Affiliation: Cursed
Rarity: C
Gold Cost: 8
Cannons: 2L-2L-2S-2S-2S-2S
Ability: Once per turn, you can eliminate one crew from this fort to give this fort an extra shoot action.Flavor text: Worshippers from around the world come here to give thanks to an evil legend. The growing power of the fortress has made it a number one target for a variety of captains, including Percival Blake and Jean-Claude DuPierre.
You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
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