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January 22, 2024 at 3:25 PM #17740
Jonathan BowenParticipantHello there!
Submitting my fleet I posted in discord, here to the official forum as well.[Accept No Sub-stitute](https://psmlist.com/public/fleet/show/9548438447/accept_no_sub_stitute)
July 2, 2023 at 4:04 AM #16708
Jonathan BowenParticipantHello good friends! It’s truly been too long.
Gather your favorite drinks, and take a seat; I’ve got yet another chapter of the story of the Farthest Shore for ye….Mercenary
The shores of the Isle of Berk were stormy and tumultuous, as usual. Ships of various style, size, and flag were moored as safely as possible to the ancient docks of the island, while their owners and captains met in the great hall of the small town located close by, to avoid such weather. A large figure made its way through the pouring rain to the hall’s doors and pushed them open. The hall itself was large, with long tables on either side of the front doors that ran all the way through the building. At the tables, many men and women were seated, no uniforms or Royal insignias to be seen. Most glanced at the figure and then continued with what they were doing before it entered the room.
The figure pulled back its hood revealing a wide, scowling face on top of a massive, muscular body. A braided black beard hung from the man’s chin, with various small bones occasionally woven into the braids. He surveyed the room and sauntered towards its center, where a large, crackling fire roared.
A gray haired man with a well-trimmed beard and a fine sailor’s coat sat by the fire, watching the newcomer as he stomped over, and took a seat by the fire, himself. With a confident smile, the older man cleared his throat, and spoke to the newcomer.
“Good day; if my memory serves me correctly, you’re a more recent member of our little organization. What’s your name, and what’s your specialty, friend?”
The man with the black beard slowly turned his head to look at the older man, his expression hard and emotionless. Narrowing his eyes, the man realized who was talking to him. Nemo was getting old, but his fame and reputation spoke for itself. The bearded man nodded respectfully to Nemo, and then answered his questions.
“I am Rundark, the Barbarian. I excel at removing people’s heads from their bodies, and surviving that which kills most men.”
Nemo blinked a couple of times before replying to the Barbarian’s blunt statement.
“Well, I think your skills will be quite useful, going forward. Good to meet you, sir.”
Nemo stood, and turned to address the crowd. The finely dressed, older gentleman stood out among the scruffy, rag-tag crowd, which fell silent as he left his seat.
“My friends,” Nemo began. “Dangerous times are upon us. The imperial world powers are fighting to arrive at and conquer inhabited land. I’m sure many of you have been offered contracts and money by all sides for your services; and you have my undying gratitude for answering my call before accepting any of them yet. This meeting is to serve as both a warning, and a sharing of knowledge. While I trust you are all more than capable at your craft, you should all beware the Imperial powers; never in my long life have I seen them this focused, this deadset on anything. And that kind of determination makes people desperate. Accept any contracts with the knowledge that you may very well be forced to fight your brothers and sisters of the Mercenary Factions; and that your employers will not hesitate to fire on you should you question them or fail to perform your duties as they expect.”
The room was dead silent as Nemo paused. The collected Mercenaries glanced between each other, the weight of Nemo’s words sinking in: Tonight could be the last time they see each other in friendly terms.
“Now,” Nemo continued. “It’s time to discuss exactly what we’ll be up against in this region. All you veterans of the terrain and waters have invaluable experience that you must do your best to share with the rest of us, so that we may stand a chance. Otherwise, I would expect crippling losses for the Mercenary Factions.”
Murmurs of agreement spread through the crowd as some of the Mercenaries contemplated what information could save their compatriots in the new territory. A wiry man with short, wild, graying hair stood up.
“My name is Abraham. I am knowledgeable of the Sea creatures that inhabit those waters, and I am ready to share it with those who will listen,” he said.
A younger man with long brown hair tied into a ponytail stood up next, stating, “I am Vero. I know how the native people of those waters fight in hand-to-hand combat, and I am willing to share with those who will listen.”
One by one, the Mercenaries shared and learned with each other; men and women from countless countries, uniting to defend each other and themselves against the greed of the civilized Imperial Powers.…
And that be it for this chapter of the story of the Farthest Shore. Two more chapters remain of this story; and after the story concludes, there be something very special for ye all, indeed.
But until then, I’ll be takin’ my leave. See you all again for the penultimate chapter of the Farthest Shore…..
-J.W. DarkhurstSeptember 16, 2022 at 11:21 PM #15430
Jonathan BowenParticipantIt’s been a long time, my friends. But of course, I come with another part of our story. Gather ’round, pour yer preferred brew; for our story is about to begin…
…
France
Capitaine Mathis Artus sat across from Commandant François Moreau at the table. He studied Moreau’s face as the news was broken to the room. Gasps of surprise and shocked whispers erupted around the room when Amiral Chapelle announced that the English were already making their move. Moreau’s expression barely flinched: he’d already known that the other world powers were racing to the Farthest Shore. Not that it was unexpected; Moreau had been one of the best Capitaines since Garnier or St. Croix. But Artus thought he alone, had been informed of the situation ahead of time, and was to take charge in the advancement of the French fleet. The apparent prior inclusion of Moreau in the Amirals’ plans dashed his visions of greatness, and filled him with a feeling of betrayal.
Moreau glanced at Artus just long enough to give him an arrogant, knowing smirk. Artus glared back, eyes full of hate. As per usual, Moreau had stolen Artus’ opportunity to prove himself in action. Ever since his start on the Premiére Republíque under Moreau, the two had butted heads, constantly at each other’s throats, both trying to gain the favor of the admiralty. Moreau’s rank always gave him an advantage, even receiving a promotion to Commandant the same day Artus received his promotion to Capitaine. As the two men continued to stare each other down, Amiral Jean D’Arc stood and began to explain what their course of action would be. They turned back to face the Amiral, like the other officers, each waiting to hear his name leading the fleet.
“And leading the fleet on this endeavor,” Amiral D’Arc said, “Will be none other than Amiral Matthieu Grievous.”
Moreau and Artus froze, and looked down the line of Amirals, searching for a face they had only heard about. A few other officers clapped as a tall man stepped forward from the line of other Amirals. His face was marked with lines and scars from his time on the seas, and despite his muscular physique, the mere task of walking to the front of the room seemed to cause him discomfort in his legs and back. The room silenced itself as he stood next to Amiral D’Arc.
“Now then,” Amiral Grievous spoke with a deep gravelly voice. “As of this moment, any man who commands a ship will report to me, and is officially under orders to prepare and set sail by this evening. The Farthest Shore will be ours, and any English bastards that get in our way will taste our cannons and our swords!”
As the Amiral’s words stirred a cheer from the gathered officers, he coughed into a handkerchief for a moment before continuing, “And that goes for the Spanish, and the Americans, too! That shore is French land, and it is our responsibility to inform the rest of the world of their mistake in thinking they can take it!”
The room erupted into cheers and many of the Capitaines left to prepare their ships to sail. Moreau and Artus looked at each other again, both bewildered. Everyone who had working ears had heard of Amiral Grievous; he took no prisoners, gave no regard to the rules of warfare, and had almost been court-martialed for immoral and inhumane treatment of both enemy and friendly sailors. The two men once again narrowed their eyes at each other and stood, turning to leave for their ships immediately. If there was any Amiral to impress, it was Grievous. And there would be many opportunities for that, now that the race for the Farthest Shore had begun.…
And there we have it, me lads; tonight’s chapter has concluded. But there is still more to tell. So stick around, don’t stray too far; for it be sooner than ye think, that I’ll be here again, with the next chapter of me story, ready to tell…
-J.W. DarkhurstJanuary 24, 2022 at 4:03 AM #14366
Jonathan BowenParticipantAh, welcome back friends! It’s been a while, but I’m here again, and you’re here again! And I imagine you’re here for another story, eh? Well yer in luck! Because I happen to know the next part of the story of the Farthest Shore….
Spain
Capitán José Miranda loosened and straightened the collar of his shirt. He knew Almirante Garcia-Fernandez would notice, but it was an unusually humid day, and besides, this was no public appearance or meeting. Yes, Miranda may be a Capitán of the Royal Armada, but he was a simple sailor at heart, and all this military business was becoming a burden he had neither anticipated nor wanted for. And besides the private meeting had been set up two days ago by Almirante Garcia-Fernandez, for all available Capitáns and higher ranking officers. His uniform, while respected, did not need to be ready for a full Royal Inspection; just tidy enough to go unnoticed.
All hopes of avoiding the meeting through active duty were dashed when Garcia-Fernandez ordered a temporary, yet mandatory lockdown of all military vessels. Miranda would never suggest it, but it almost seemed like paranoia had gripped the Royal Armada’s leadership.
The sound of hurried footsteps behind him gradually getting closer made the Capitán check who was approaching. A fellow officer, Capitán Daniel de la Vega, was all but running to catch up to Miranda.
“Buenos dias, Capitán,” Miranda said with a slight smile. De la Vega nodded in acknowledgement, but kept pace, passing Miranda with a simple, “We’re late,” in reply.The doors to Almirante Garcia-Fernandez’s meeting room opened, and Capitáns Miranda and De la Vega entered, slightly out of breath. They looked around with growing embarrassment at the room, realizing that they were the last two to arrive.
“Ah, welcome gentlemen,” Garcia-Fernandez spoke with a calm, but clearly irritated voice. “Please join us. We were about to begin.”
The two Capitáns took their seats, and the Almirante began to speak.
“As some of you are aware, English and American naval activity has doubled in a matter of days. Their sailing patterns match a prediction that myself and the other Almirantes feared. It seems that they have also discovered the Farthest Shore.”
At this remark the Almirantes and some of the other higher ranking officers began talking to each other in hushed whispers before Garcia-Fernandez silenced them with a cough.
“With all Pirate activity vanishing from our waters, and from the territories nearby, it is safe to assume that they, too, are directing focus to the Imperial Navies, in hopes of stealing what they can from them. Gentlemen, there is only one course of action we can take: We must reach the Farthest Shore before the other world powers.”
In the hushed discussion among the officers, Capitán Miranda whispered to De la Vega, “What’s this “Farthest Shore” he’s talking about?”
De la Vega shook his head, clearly unsure, himself.
The gathered officers fell silent once again, and Garcia-Fernandez continued his speech.
“This mission will be overseen by Almirante Jaime de Titán,” a large, bald man stood forth from the line of Almirantes, and nodded to Garcia-Fernandez. “Going through reports of his military history, Almirante de Titán is best suited to head this quest. Any man who commands a ship will be working alongside him for the duration.”
At the Almirante’s introduction, Miranda got shivers. He’d heard of the madman, and his unrelenting “negotiation” tactics. Holding the record for both most prisoners executed, and most collateral damage in combat, it was a surprise that Garcia-Fernandez would entrust Almirante de Titán with a matter of such import. Capitán Miranda swallowed nervously as the Almirantes explained the plans for the armada. A new fear slowly crept upon the young Capitán as he realized who he’d be reporting to from this day onward; and how deeply involved he had become in the hunt for this Farthest Shore. His days as a simple sailor were behind him now, whether he wanted them to be or not.And that be the end of this part of the story. But come back soon for the next part; the story’s almost finished. And I’m sure ye don’t want to miss the ending.
-J. W. DarkhurstJanuary 1, 2022 at 8:55 PM #14287
Jonathan BowenParticipantWoo, first Fleet Challenge! I feel accomplished now. Looking forward to the next one!
I’ll probably post either all or a couple of the more interesting (or amusing) extra fleets tomorrow, for laughs and giggles. I went and gave them all little nicknames, so that’ll be fun to go over. 😀December 31, 2021 at 7:53 PM #14283
Jonathan BowenParticipantAlrighty! Finally decided on a fleet to use for the challenge! I made like, 10 fleets. I don’t know why. I can share ’em later tho, if people are interested.
So! Unlike most of the above participants, and indeed, most other players, I tend to not focus on terrain/island count, UTs, or overall game setup, but instead rather focus on the pieces themselves, and how they play in the provided scenario.
And so, I present to you all, my Fleet for the End of 2021 Challenge:
The Spanish Saints
Because it’s what I’m used to, and because it’ll be different, I went with a faction-pure fleet of all Spanish pieces. Here’s the breakdown:San Cristobal (LE) + Almirante Carlos Pavon y Miranda + Explorer crew (15+6+1= 22)
Santa Ana (SCS) + Luis Zuan (MI) + Helmsman crew (15+7+2= 24)
La Santa Isabel (Rev) + Bianco’s Haulers + Dominic Freda (RotF) + Helmsman crew (13+3+4+2= 22)
La Santa Ana (CC) + Contessa Anita Amore + Cargo Master (12+0+5= 17)
(22+24+22+17=85 points total)
For this fleet, my overall concept was simple: Spain knows how to Game. The Santa Isabel is one of the best hybrid and gold running ships produced by WK, so of course, she’ll be the star of the fleet. Hosting Bianco’s Haulers, the Isabel is safe from cannon fire, no matter where she makes port. Alongside the Haulers, is a generic Helmsman crew, and the one and only Dominic Freda from Rise of the Fiends. Providing an extra cargo and serving as an explorer, the Isabel will be fully prepared to drain Islands before her opponents can find them.
And if the Isabel isn’t enough, we have the Limited Edition San Cristobal from Rise of the Fiends to help her out. Usually played as a pure gunship in my experience, the Cristobal will be gearing up to be a combat-ready hybrid. She’ll be captained by the famous Almirante Carlos Pavon y Miranda, who will use his re-roll ability to ensure a greater chance of succeeding with the Cristobal’s built-in Same Action Twice. And linking to all Spanish ships, this Almirante will take up the cargo space he provides, leaving plenty of space for the generic Explorer crew, and a load of golden goodies.
Now, if the runners need more defense, then the Santa Ana from South China Seas is there to provide it. Sporting a mixture of 2 and 3 rank cannons, and a built-in Extra Action ability, there’s no doubt the Santa Ana can be deadly. Especially when captained by Luis Zuan from Mysterious Islands, the only WK released Spanish World-hating Captain. Joined by a generic Helmsman crew, Zuan is more than ready to send his enemies to the bottom of the seas, and possibly even pick up some extra gold in the Santa Ana’s impressive cargo hold.
And, last but certainly not least, La Santa Ana, from Crimson Coast. As an all around good runner sporting 6 cargo, and an S+S base move, she’ll also be hosting the lovely Contessa Anita Amore, who will use her charms to ensure the employment of a diligent Cargo Master. With the inclusion of the Cargo Master each of the aforementioned ships will gain an extra cargo slot for holding golden riches.
I didn’t plan on building a fort, but if needed, any of the 3 available forts could provide a forward operating base for the Spanish Saints. I did not include any Unique Treasure options, as I, personally, do not believe a standard game needs such tomfoolery to be entertaining.
Final Thoughts on this Fleet: (Firstly, I didn’t mean to put the two Santa Anas right next to each other like that. I know it’ll be confusing, and for that, I’m sorry.) While I’m sure it’s not the strongest fleet to be submitted, it is (so far) the only Faction-Pure fleet, and I had a fun struggle trying to come up with new and original combos to use. I don’t think anyone has used these exact setups before, but please feel free to correct me if I’m wrong about that. This has been fun, designing Fleets (I seriously have 9 more I can share later if people want to see them) and I hope I’ll participate in more Fleet Challenges in the future!
Good luck, me fellow Scallywags, and may the Best Fleet win!December 31, 2021 at 3:30 PM #14281
Jonathan BowenParticipantUnderstood. Thanks for clearing that up!
December 31, 2021 at 2:54 AM #14279
Jonathan BowenParticipantQuestion about piece legalities for this challenge: Are the Unreleased pieces meant for SS/RtSS legal for use? I know you listed specific banned pieces, and said that RtSS was allowed, but does that extend to the Unreleased sections?
November 18, 2021 at 3:50 AM #14060
Jonathan BowenParticipantWelcome again, friends, to the Black Mongoose Tavern! I see yer back again, for another story, no doubt! So pull up a chair and grab a drink, and we’ll get right to it! Now where was I…?
The Cursed
The knock on Davy Jones’ door was surprising. Most of the men, along with the other, indescribable creatures of the undead, were too afraid to even look in his general direction, let alone seek a private audience with him. Whoever was outside his quarters was either very bold, or very stupid.
Jones rose from his desk, and walked to the door, pulling his signature dark coat over his pale, bare torso. Upon opening the door, Jones was met with the ghostly visage of one of Shamshere’s sailors; or rather, the remains of one of the Phantom’s meals. As surprised as he had been by the knock on his door, he was caught further off-guard by one of the Phantom’s officers standing before him.
“Howlinger,” Jones said, covering up his surprise. “What is the purpose of this interruption?”
The specter removed its hat and tipped its head respectfully to the leader of The Cursed Empire.
“Beggin’ your pardon, Sir. I just had a few concerns I’d like to speak with you about.”
Jones raised an eyebrow and looked curiously at the glowing, blue figure.
“Your captain is my right-hand man, and you decide that you must speak with me, directly? What could possibly be so important that you would skip the chain of command and seek me out personally?”
If Howlinger could swallow nervously, he would’ve. The ghost made a gesture of clearing his throat, an involuntary tic from when he was alive, and met Jones’ eyes.
“All due respect, Sir, but Shamshere’s loyalty to you is nearly to a fault. He would never question you-”
“And you feel that you can?” Davy Jones’ voice was deadly calm; a razor blade hidden under a soft-spoken statement.
“No! No sir! I- I just have concerns about-”
“Your concerns are neither a priority or concern of my own, officer. If you’ve nothing better to do than bother your highest superior, then you should just jump back into the Phantom’s maw and get it over with.”
The intonation of Jones’s voice was enough to make the specter flinch back and flicker in fear. Jones was closing his door when Howlinger found the courage to voice what he’d wanted to say when he arrived.
“Sir, all of the imperial nations have discovered the location of the Farthest Shore, and are preparing to bring full-fledged war fleets to its waters. If we don’t mobilize now to intercept, I fear our forces will soon be insufficient to fight their armadas. Sir, I respectfully request to know what we plan to do in response to this amassing force.”
Jones stood, back turned, door half-closed, frozen, mid stride. He breathed in deeply and sighed. Jones turned his head, face barely visible through his long, white hair.
“Officer, your concerns, pointless as they are, have been noted. The situation is well under control, and has been for some time now. If you wish to continue questioning my authority, and confirm to me your insubordinate nature, Shamshere will be more than happy to personally remind you of his loyalty to me. Good day, officer.”
The door closed quietly, as though casually shut by someone trying to avoid a loud noise. To Howlinger, with Jones’s unhidden threat still fresh in his mind, it may as well have been a full broadside volley.…
The messenger was leaving. Davy Jones, true to his cruel nature, sent one of his mortal followers to deliver the message. The horrors experienced by the man would forever scar his short life. Not the ones experienced on the journey; but the ones he faced when he landed on the Island of Crux. No doubt, the reward for such a crucial voyage would be to join the undead ranks of The Cursed Empire. A light chuckle echoed in the darkness, emanating from a rough, black throne, cast in shadows.
The figure of Baron Typhonus rose from his throne. Violet fire danced across his high coat collar, and up the length of his staff. Jones was finally calling upon the Baron’s forces; he was finally cashing in his favor. It was time to reveal to the Alliance that they were not alone in the unexplored regions.And on that cliffhanger, this part of the story comes to a close! A close up look at The Cursed, for all ye that’re curious about our dear undead friends. Unfortunately, that’s all I got for ye tonight; but come back again, and I just might remember the next part of me Story! Until then, enjoy yer drinks and be merry, me fellow sailors!
-J. W. DarkhurstNovember 9, 2021 at 5:33 AM #14051
Jonathan BowenParticipantWelcome again, ye laddies and lasses, to the Black Mongoose Tavern! And tonight, I’ll be continuing me tale from the Farthest Shore.
Tonight’s story is all about only the best, most respected people of the sea: Pirates! Just like ourselves! Now settle down, grab your favorite drink, and listen to tonight’s chapter of the Tale of the Farthest Shore…
Pirates
The tavern’s private room was dimly lit, flickering candles causing distorted shadows to dance along the edges of the lighted circle of pirates. There were twelve of them seated at the table in the room; handfuls of others were gathered in small groups behind almost every chair. Each pirate had displayed an old medallion or a letter with a broken seal of the Pirate King before taking a seat at the table. The pirates eyed each other, hands on a sword hilt or pistol handle attached to their belts. Trust was not easily bought among thieves and murderers.
There was a distant ruckus from behind the closed door: some shouting, the sound of a fight, breaking glass, a couple of gunshots; the usual Tortuga ambiance. The noise quieted, drawing the attention of the assembled men and women in the room to the closed door. The silence lasted mere moments, broken by a muffled, yet jovial voice. The words spoken weren’t clear enough to understand, but when the voice stopped, the whole tavern cheered loudly. Shortly after, the door opened, and two men walked in, followed by a number of women in lavish, revealing clothes, each carrying a tray laden with full mugs. The women spread out in the room, and left a mug in front of each of the pirates, leaning down to give them good views and seductive winks before backing to the edges of the room.
The two men shook hands, and one of them, wearing a plain brown coat, took a mug, and joined the rest of the standing pirates. The other man, clad in a fine uniform coat, sat down in a grandiose chair at the head of the table, and took a long swig from his cup. Sighing and kicking his feet up on the tabletop, he cleared his throat and stated, “Well, I imagine you’re all wondering why you’re here.”
Amongst the sighs and irritated grunts, a woman’s voice stated the mood of the room clearly.
“What the hell do you want, Tyrannous? I don’t appreciate your time-wasting theatrics. Some of us have things to do with our lives.”
“My, my,” the man called Tyrannous replied. “Well said, Red Rayven. So why don’t I tell you all why I gathered you here today.”
Most of the pirates leaned forward and towards Tyrannous. The rest were either staring at the “barmaids” or had no intention of playing along with the young Pirate King’s games.
“Some of you are aware of the state of the world right now, but I know many of you just keep your head down and don’t get involved. So, for those of you who don’t know, the world powers are scrambling to claim the last, unexplored continent for themselves. I’m sure some of you are familiar with those waters, and where they are. The leading Imperial countries have been planning their moves for months now, trying to set their fleets in the direction of this land without drawing the attention of their competitors. It’s only a matter of time until they become aware of each other’s fleets, and at that point, the race will begin. But more importantly, by that point, we need to be ready for our move.”
“And what move would that be?” The question came from a younger man with matted, stringy black hair and a couple days’ worth stubble. His voice was curious, yet guarded; interested in what Tyrannous had to say, but concerned about what would be asked of him. Tyrannous smiled at the question.
“An excellent inquiry, Captain Flint. Allow me to enlighten you all to a plan that none of you will be able to refuse.” A chorus of irritated groans came from a number of pirates in the room, but there were no objections to the Pirate King’s statement; merely annoyance at his dramatics.
“You all like money, correct? And want fame, and fortune? Power, even? The freedom to live your life bound to no man? To live a life free from servitude to an unfair master? To take what you want from this world, with no one to say you can’t have it? To fight the countries that thought branding you as a “Pirate” was an insult? You all want to stick it to those “civilized” bastards that think all free men or women are some kind of evil menace that must be eradicated, don’t you?”
At each question, the gathered pirates cheered, first low and tentative, and then increasing until the room was filled with a cacophony of voices calling out at once. Tyrannous held up his hands and the pirates fell quiet.
“I promise you, if we get to that land first,” he said in the tense silence. “It will all be ours.”
This time, none of the Pirates refused the drinks Tyrannous offered, as they all raised a rowdy toast to his declaration of success.And thus concludes part three of me Tale! With the Pirates on the move, other powers are also preparing for action. Though they be even less civil than the Pirates. But that story will have to wait until next time. For now, drink up, and enjoy your stay at the Black Mongoose!
-J. W. DarkhurstOctober 20, 2021 at 2:41 AM #14033
Jonathan BowenParticipantWelcome again, friends! Tonight, we continue our tales from the Farthest Shore. And who better to continue with than the Americans! So pull up a chair, pour yourself a drink, and listen to tonight’s Tale of the Tavern…
America
Admiral Nicholas Jackson stood in his quarters aboard the Justice II. He looked out the windows towards the golden sunset on the horizon. He squinted his one good eye as the sun dipped below the water’s edge. Sighing, he turned towards the door, glancing at the clock on the wall. ‘They’re late’, he thought, with annoyance. ‘Again’.
A commotion slowly approached the outside of his door, and Admiral Jackson braced himself for whatever feeble excuse Jacob Raines would have for his tardiness this time. There was a loud knock at the door, followed by an “Enter” from the Admiral.
The door swung open, and five people stepped into the cabin. The first was a scholarly looking man in a brown coat with glasses and a well groomed mustache. Behind him came two men, both wearing clothing similar to that of the brave few who ventured into the heat of the African plains. One of the men had black hair and sideburns, a holstered revolver on his leg; the other was clean-shaven, with brown hair, and a matching revolver. The two seemed to be calmly arguing about something.
After them, a woman in a white coat with light red hair entered. She was tall, with angular, but not unpleasant features, and also carried a gun on her hip. The last to enter was a shorter man wearing a thin, white, sleeveless shirt, and a tattered and faded soldier’s cap on his shaved head. He closed the door behind him and leaned against it silently, crossing his arms.
Upon entry, the scholar immediately saluted the Admiral, saying, “I apologize for our lateness, sir. I was-” Jackson cut him off with a wave of his hand
“I think we both know that you are not at fault for your team’s lower standards of etiquette, professor”, the Admiral said calmly, sending a one-eyed glare at the two men who were still bickering quietly in a corner. Jackson cleared his throat and they both froze and looked up towards the Admiral.
“Mr. Raines, if you and Mr. Richards are quite finished, we have business to discuss.” Jackson’s voice was enough of a warning to make both of the men stop and focus on the officer.
“ Now,” Jackson continued. “Today, we stand on the edges of the history books. America happens to be among the few countries in the world that have discovered the last of the unexplored lands. We know where these islands are, and so do many of our allies and rivals. No doubt this land will hold new resources and riches for whoever explores it first,” while he’d been talking, Admiral Jackson had pulled a map from his desk, and unrolled it on the desk’s top. He pointed to a few locations in the map’s ocean, stating, “The English are here, the French are here, and the Spanish are there. As it stands, our fleet is the closest to this land. We have time to rally our merchant vessels, but they need proper, experienced crews.”
Jackson sighed and looked up at the people assembled before him.
“Against my better judgement,” he shot a disapproving look at the man with the sideburns. “You five are our best suited for this job.”
A shocked silence followed the Admiral’s complementary statement. The professor spoke up first.
“Sir, I don’t understand. We’re the most qualified for this task?”
“Yes. Your team’s background in archeological exploration will prove invaluable in determining what we have to gain from this land. You will be provided with an adequate vessel for your needs; I’ve heard she’s just out of the shipyard, and on her way to Fort Crusoe now, a day’s travel from here.”
The man with the sideburns spoke this time. “All due respect Admiral, what exactly do you need me for? I’m no archaeologist like Helena, Brent, or Professor Hale,” he gestured to the woman, the man he’d been arguing with, and the professor.
“Well,” Jackson replied, “also unlike Professor Hale, you’re a trained marksman who knows how to operate cannons and firearms. You don’t really think that the Spanish are just going to let you get there first do you? You and Mr. Richards both, will be providing combat experience, and defense to the mission. It will be your job to keep Hale and the rest of the crew safe aboard the USS Quest. You will additionally be in charge of weapons and artillery, should it be necessary. Is that understood?”
Mr. Richards and Jacob Raines looked at each other and then back at the Admiral.
“Yes sir,” Richards said with a salute. Raines halfheartedly mimicked Richards’s response.
Jackson nodded at the two, and then turned his attention back to the group as a whole.
“There will be room here on the Justice to get you to Fort Crusoe by tomorrow evening. The Quest will need to be prepared for your voyages; so think about what equipment you’ll need to bring with you, and be prepared to inform the dock workers of your needs,” Jackson turned his gaze to the man by the door, who looked as though he wanted to ask something. “And yes, Mr. McCloud, the USS Quest is the ship you will be given. I made sure to get a copy of her schematics for you, but she is a standard merchant ship. Nothing unique or irregular.”
The Admiral produced a rolled up schematic and held it out to McCloud, who stepped forward, took the paper, and immediately began to look over it.
“That is all. Find your quarters and get rest; I doubt you’ll get much on your voyage. Dismissed.”
The assembled individuals all saluted the Admiral with mixed levels of commitment, and left the room. The outside light was almost completely gone now, and the few lamps Jackson had lit before their arrival filled the cabin with a warm glow. He sat down in his chair and sighed. Shaking his head, he thought, ‘This is our best hope… They’d better not let us down.’And there we have it! The second Story of the Farthest Shore! While America is preparing and planning, our next Tale will tell of a group that already has a plan laid out for them; and the decision of whether to follow it.
But until then, me lads, have a good drink, and a good night!
-J. W. DarkhurstOctober 1, 2021 at 3:16 AM #13983
Jonathan BowenParticipantHello once again, my friends! It’s been a while since we sat together in the Black Mongoose, and even longer since I had a story for ya…
Yes, it be that special time again; time for another Tale of the Tavern. This one be a new tale, with new pirates, sailors, and maybe even new monsters, too. So settle down, grab a drink, or maybe something to eat while I once again tell you a story…England
The White Cliffs were an especially wonderful sight in the mid morning light, as a man made his way up the dock from where the RMS Winter Storm was moored. His common attire certainly didn’t match the elegance of the ship that had arrived on. His old black boots and trousers were the finest-looking parts of his outfit, clashing slightly with his tan buttoned shirt and the red bandana loosely tied around his neck. Topping it all off, a well-worn, brown slouch hat with a folded brim sat atop his short, ruffled black hair.
While he’d been meaning to visit the famed port city and see the sights, his mind was preoccupied with the Grand Admiral’s letter that had requested his presence in the first place. Requested was putting it lightly; he had been all but forced onto the vessel by Redcoats, who brought him before her commander, a Mr. Maxwell Burns. Burns had then presented him with a letter bearing the English Grand Admiral’s seal, and informed him that he was leaving immediately for Dover aboard the Winter Storm, and that his equipment, supplies, and his exploration team would be picked up by the RMS Morpheus and brought to a rendezvous point by Fort Brompton within a fortnight.
As he reached the beginning of the dock, the man looked about, unsure of what was really expected of him. Surely, the English Grand Admiral had better things to do than schedule a meeting with an expatriate adventurer like himself.
And yet, before his very eyes, a gilded, horse drawn carriage pulled up right in front of him, almost running him over. The driver wore a sharp, finely tailored uniform, with a white feather lined hat, and gold epaulets. The horses were pure white stallions, tall and large, with red feather headdresses. Dark blue curtains kept the passenger hidden from view, but it was easy enough to guess who could be waiting inside. The driver opened the door, revealing both the luxurious interior of the carriage, and the stern face of its single passenger: Grand Admiral Stafford Whitley.
“You are Mr. Sam Grant?” Whitley asked, though it sounded more like a statement than an inquiry. Sam gave a hesitant nod before climbing into the carriage across from the Grand Admiral. He adopted a casual sitting pose, crossing one leg over the other, and crossing his arms. Annoyance and disappointment struggled for control over Whitley’s face for a moment before he cleared his throat and spoke.
“Mr. Grant, I imagine you’ve understood by now that we, of the English Royal Navy, have sought you out to hire your services. Rest assured, the duration of your employment with us will be far more hospitable than the unfortunate nature of your transit to this location.” Sam blinked, unimpressed by the Grand Admiral’s formalities.
“What is it you want from me, Admiral? Can we get to that point, already? I have to pack and prepare for a return expedition to China in the next two months-”
“Mr. Grant,” Whitley cut off Sam’s response. “It seems you didn’t understand me the first time, so let me be clear: You work for the English Royal Navy now. Your reputation, as much as I hate to say it, speaks for itself. Your ventures into the East and the South, as well as the discoveries you and your team made on those journeys have impressed the Monarchy. Against my better judgement, you will be provided letters of marque, and a vessel to command, or steer, at any rate, in the direction we tell you to. You will be responsible, Mr. Grant, for the greatest discovery of our, or in fact, all times.”
At this remark, Sam’s eyes widened. Sitting upright, he suddenly became quite serious.
“What do you mean, ‘Greatest discovery of all time’?”
Whitley smirked, a seemingly natural expression for his face.
“Surely, with such a reputation as yours, you must know, Mr. Grant. The world’s maps are filling in, the edges explored, and every unmarked island named or conquered. The World Powers had thought it had all been seen and found, but we have found something new. Hard proof of a previously unrecorded region: an undiscovered continent.”
The carriage came to a halt as Whitley finished talking. The driver opened the door, revealing a different dock, with a newly finished galleon moored to it. Her masts stood tall, sails still furled upon the spars, unused. Her bow was adorned with a gold plate that had the name HMS Orient painted upon it in fine black script.
Sam sat in the carriage, looking at the ship in disbelief.
“And you’re hiring me…to lead the expedition to this continent?” Sam asked, as he stepped down from the carriage.
“Mr. Grant, that is exactly what I have spent the last few minutes telling you. For your sake, you had better be more capable at exploring foreign lands than you apparently are at understanding a simple conversation. Now, the Orient will serve as your ship, and you shall be working closely with Captain Amelia Smollett, and a Mr. Rodney Rathbone. Captain Smollett will be sharing the voyage with you on her own vessel, the HMS Arcturian, while Mr. Rathbone will meet up with you during the last stretch before you arrive at this Farthest Shore. In addition to those two, Mr. Burns, whom I believe you met before your arrival here in Dover, will be keeping a close eye on you, your crew, and your team,” Whitley had stepped from the carriage himself, and joined Sam to look out at the Orient.
“I believe it goes without saying, Mr. Grant, that if Mr. Burns ever feels that you have failed to deliver on your end of this arrangement, consequences will be severe, and swift. Good day.”
Whitley stepped back into the carriage, and a moment later, it took off once again, leaving Sam with the weight of the world on his shoulders.And thus concludes Part One of the Story of the Farthest Shore! New lands and new threats await those brave enough to explore to the Farthest Shores of the world and beyond; so come back again to hear the next part; you won’t want to miss it!
But until then, my fellow sailors, a toast to us all, and a good night; drink up me hearties, Yo-ho!
-J. W. DarkhurstMay 23, 2021 at 2:37 PM #13215
Jonathan BowenParticipantHello I’m back yet again! And while I doubt what I have to share next will be Earth-shatteringly broken, stuff will eventually get to that level. ?
But anyways! I’ve got a few more Unique Treasures to share with y’all, also unreleased from Dark Tides, so buckle up, because today, you’re getting six of ’em!
154. The Pakari: Once per turn, roll a d6. On a result of 5-6, this ship’s cannons eliminate two masts with each hit for this turn.
155. The Kakama: Before you give this ship an action, roll a d6. On a result of 5-6, this ship gets +L+L to her base move for this turn. Islands, ships, and terrain do not block this ship’s movement.
146. The Hau: This ship’s masts can only be eliminated by a cannon roll of 6. Place this treasure on the nearest wild island when she is hit.
147. The Akaku: Once per your turn, you may look at all the face-down treasure on a wild island within L of this ship.
148. The Kaukau: At the beginning of your turn, roll a d6. The result is the number of turns this ship may use the Seafloor Traveler keyword.
149. The Miru: This ship ignores terrain except for Storms. Ships, islands, and terrain except Storms do not block this ship’s line of fire.
To those of you who noticed, there is a number gap between the Olmak and the Pakari. That’s because there’s a legitimately broken one between them that Xerecs will probably handle.
Looking back, these might’ve been more appropriate to be released in Spherus Magna (by Xerecs) since they share the same inspiration as that whole set, but the ideas for these pieces predate Spherus Magna.Either way, let me know what y’all think of these! Leave your comments, questions, or concerns, and I’ll get back to you as soon as I can.
Until next post,
-J. W. DarkhurstMay 12, 2021 at 1:43 PM #13169
Jonathan BowenParticipant@ Xerecs
Hmmm, alright. Seems pretty fair. Would you want to come up with the proper wording for it, or do you want me to draft up the retcon? (Moreover, do you just want to copy Necklace of the Sky lol)-Darkhurst
May 12, 2021 at 1:12 AM #13165
Jonathan BowenParticipantHey-o! How’s everybody doing? Yes, I still exist; I’m just as surprised as you all.
Anyway, I come bearing some old customs that didn’t get released because they weren’t finished! So buckle up, because we’re going aaalllll the way back to Pirates of the Dark Tides!
These pieces are Unique Treasures that I had ideas for, but never really gave abilities to until, like, actually yesterday or so. Preface: I did not create all of these Unique Treasures; it was a 50/50 effort between Xerecs and I. Yes, we’re both criminally insane.
So! Let’s get into it!
151. The Ignika: Once at the beginning of each of your turns roll a d6. On a result of 4-6 place a crew worth point cost 3 or less on this ship. On a 1-3 eliminate a crew on this ship.
152. The Olmak: At the beginning of your turn, roll a d6. On a result of 6, this ship has D movement for this turn.
So, these are….. a little broken….
I’m open to criticism, as always, but do keep in mind that I already know how broken these probably are/will be.
As I always say, if you have any comments, questions, or concerns about these two UT’s, let me know, and I’ll get back to you as soon as I can.Until next post,
-J. W. DarkhurstNovember 2, 2020 at 1:28 AM #12710
Jonathan BowenParticipantHello! I see there’s been some reactions to my most recent custom pieces, so here I am to reply
@Ben:
I see your point about Master Gunner and Holy Sword; adjustments can be made in costing pieces in the future, and I can post a retconned ability definition probably by tomorrow if I can remember to post lol.
On the topic of most of the ships at the end of France, Xerecs helped me with them, and I’ll admit, I didn’t read all of what we made very thoroughly ? Looking at them now, I can see how some of the wording is weird, and how points are very skewed. Retcons of those can be expected with the Holy Sword keyword.
Not sure I understand your question about the Zephyrus; as-is she’s actually cheaper than Le Griffon. If you meant less expensive…then I don’t know ? One or both of them can see adjustments so the pricing makes more sense, without problem. Either way, ships with the Nephilim keyword tend to be expensive due to how much speed can influence a game. Ships with conjoined base moves especially see this point boost, since they’re already so much faster than a single base move ship.
Initially for the Caerus, her ability was going to state that “Once per turn, any one friendly ship in play may reroll any one die roll. You must use the second die roll result.” I changed that, worried that it’d be a little OP, but I forgot to change anything else about the ship. I don’t particularly want to change her too much unless y’all think it’s necessary, but I can definitely drop her point cost to compensate for her underwhelming nature.
I had not read that battle report, and I do not remember that particular tournament/challenge. However, based on what you’ve stated about that ability, I have no problem giving the Admiral the Treasure Trade ability that goes between islands instead, if that is deemed necessary.
And about the story inserts I’m going to write, they’re going to be different from what I’ve made before. Unlike my previous ones, these won’t be linked to a specific piece, rather they will be for a specific faction. And in addition to that, they will serve as a series of “trailer” for the next set on the horizon. So I don’t particularly plan to post them here, but rather in the Black Mongoose Tavern. I was thinking I could make short posts here with a sentence or two encouraging people to read them at the Tavern when they each come out, but I understand if you don’t want that kind of content on this thread. Regardless, the stories will be posted in the Tavern, not directly here.
Thank you much for the feedback! I’ll get to work adjusting the pieces as soon as I can, and will hopefully have time and memory space to post retcons here tomorrow. Besides that, I will continue to be on a writing break until I am happy with the stories and ready to post the, at the Tavern.
Until next post,
-J. W. DarkhurstOctober 25, 2020 at 3:47 AM #12601
Jonathan BowenParticipantHello once again, everyone! This is going to be the conclusion of Pirates of the Eldest Seas!
*cheering noises yay*
It’s been a very long time since this set started; and now, it’s coming to an end.But first, @Xerecs: I usually gauge the cannon/boarding bonus at 5 points, so the Admiral is 8 points without the UPS, which is probably around 3-4 points based on Jack Sparrow. If it is deemed necessary, I can officially retcon the cost, but I’d think it doesn’t need too much adjustment.
Now, On to the Super Rares! These particular SR pieces are based on the AMC TV show from a few years ago called “The Terror”, which was about the Franklin Expedition into the Arctic in search of the North West passage. While these are technically historical, they are based more on the TV show than on the real life counterparts.
Relevant Keywords
–Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)
–Reverse Captain: After completing a shoot action, this ship may move as a free action.
–Royal Officer: When this crew is assigned with or on its linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.
1. HMS Terror
Points: 16
Masts: 4
Cannons: 4S, 3L, 3L, 4S
Cargo: 5
Base Move: S+S
Ability: Armed Merchant. Reverse Captain. This ship ignores terrain except for storms and icebergs
Link: Captain Francis CrozierFlavor Text: Combining steam power with traditional sailing techniques, the HMS Terror is prepared for her voyage into the deep arctic in search of the rumored Northwest Passage connecting the Atlantic and Pacific Oceans. What she will encounter once there is anyone’s guess.
2. Captain Francis Crozier
Points: 5
Ability: Royal Officer. Captain. Explorer.
Link: HMS TerrorFlavor Text: A capable captain for the Terror’s quest, Crozier is well prepared for almost anything that could happen while he and his crew search the Arctic regions for the Northwest Passage. He can only hope that nature won’t turn against him during his voyage.
3. Shaman’s Talisman
-Load this treasure face up. Instead of giving this ship an action, you may give any friendly sea creature in play an extra action.And with that, Pirates of the Eldest Seas has been completed. I will be taking an intentional break this time to write up some important stories for the Tavern before I move on to the next Pirates CSG project. But for now, if you have any comments, questions or concerns about this set, leave them for me and I’ll respond as soon as I can.
Until next post,
-J. W. DarkhurstOctober 22, 2020 at 12:25 AM #12482
Jonathan BowenParticipantHello again, all! As promised, I have the second to last post from Eldest Seas!
This post is kind of special, because it would be a Mail Order Special, like the Zeus from Ocean’s Edge. For this particular piece I took inspiration from an old Japanese movie called “The Hidden Fortress” that I saw in a film class. Sadly, though, the movie was not about a giant fortress ship ?Relevant Keywords:
–Treasure Swap: (UPS) When this ship is given an explore action, you can swap a treasure on the wild island with a crew on any friendly ship.
7. Kakusareta Yōsai
Points: 35
Masts: 10
Cannons: 2S, 3S, 4L, 4L, 5L, 5L, 4L, 4L, 3S, 2S
Cargo: 8
Base Move: S+S
Ability: Junk. Secret Hold. This ship ignores the first hit she takes each turn.
Link: Admiral Rokurōta
Faction Affiliation: Jade RebellionFlavor Text: A secret weapon of the old Jade Rebellion, the “Hidden Fortress” has been kept far from any imperial nation until now, when she is needed most. Able to carry an emperor’s full treasury in her extensive cargo hold, her crew hopes to reestablish the rebellion so that they can take back the land they were exiled from.
8. Admiral Rokurōta
Points: 10
Ability: Captain. Treasure Swap. This ship gets +1 to her cannon and boarding rolls.
Link: Kakusareta Yōsai
Faction Affiliation: Jade RebellionFlavor Text: Hailing from the Japanese Islands, Rokurōta is a war hero who was recruited by the Rebellion to lead soldiers and sailors alike into combat on the world’s oceans. With the current state of the world’s ever-expanding empires, his experience will be invaluable to the Rebellion if they can survive.
And with that, only the Super Rares remain. I will be posting them sometime tomorrow or Friday, as my school schedule may interfere with posting consistently. Either way, I plan on taking a short break (actually short this time lol) after the conclusion of this set, to finish up some stories that need to be told in the Black Mongoose Tavern.
As usual, leave your comments, questions and concerns, and I’ll respond to them as soon as I can.
Until next post,
-J. W. DarkhurstOctober 20, 2020 at 1:18 AM #12455
Jonathan BowenParticipantHeeeeeyyyyyy
It’s been a bit longer than I promised, but I’m still here! And now, we’re moving into the final legs of Pirates of the Eldest Seas!But before I begin, I will restate what Xerecs has said in regards to the Holy Sword keyword. Yes, it seems a little OP, but it can only affect The Cursed, and it’s effect is limited to your turn. So it is a powerful ability when combatting The Cursed, but without them in the game, it’s basically an unnecessary point boost to a crew.
Now, onto the customs!
These pieces would theoretically appear as pre-built ships in the tops of box packs (ex. the Broken Key or Last Hope from DJC). They therefore qualify as Special Edition, which is why they were not included with the standard releases. There is one for each of the major six factions.Relevant Keywords:
–World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship.
–Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again as a free action. The first cannon that misses on its second shot ends the shoot action.
–Sac: Once per turn, you may eliminate one of this ship’s crew to give her an extra action.
–Nephilim: This ship gets +1 to her cannon rolls against pieces with the Demon keyword. If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S.
–L-Mover: Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.
–Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
1. Aidôneus
Points: 14
Masts: 4
Cannons: 3S, 3S, 3S, 3S
Cargo: 4
Base Move: S+S
Ability: Ghost Ship. World-Hater.
Faction Affiliation: PirateFlavor Text: Claiming to have broken free from the curse Davy Jones placed on them, the crew of the Aidôneus have shown to be pirates, through and through. But on the nights of the full moon, if one looks closely, it is possible to stare right through their ghostly forms.
2. Vulcan
Points: 16
Masts: 4
Cannons: 3L, 2L, 2L, 3L
Cargo: 3
Base Move: L
Ability: Repeating Guns.
Faction Affiliation: EnglandFlavor Text: Taking full advantage of the latest weapons technologies, the Vulcan’s captain wants to rid the seas of all who oppose the English Royal Navy, and the Crown itself. To him, they are one and the same with any who don’t fly the Union Jack.
3. Tartarus
Points: 17
Masts: 4
Cannons: 3L, 3L, 3S, 3S
Cargo: 5
Base Move: S
Ability: Sac.
Faction Affiliation: The CursedFlavor Text: The Tartarus is crewed by a vicious circle of murderers and killers. Davy Jones hand-picked each member of the crew to better suit the efficiency at which the Tartarus can destroy her enemies.
4. Zephyrus
Points: 15
Masts: 4
Cannons: 3S, 3L, 3L, 3S
Cargo: 4
Base Move: S+L
Ability: Nephilim.
Faction Affiliation: AmericaFlavor Text: Utilizing an exceptionally light build and new sails, the Zephyrus is able to compete with the average American clipper ship for speed, while keeping her cannons at the ready to fire on any unfriendly ships she encounters.
5. Dios
Points: 15
Masts: 4
Cannons: 3S, 3S, 3S, 3S
Cargo: 3
Base Move: L
Ability: L-Mover.
Faction Affiliation: SpainFlavor Text: A splinter group of Adrián de la Cruz’s crew found this vessel, abandoned, crewless, and in pristine condition docked at a deserted island off the coast of Spain. They believed it to be a sign from God, a chance at redemption; and they’ve decided to take that chance as far as they can.
6. Caerus
Points: 17
Masts: 4
Cannons: 3S, 3L, 4L, 4S
Cargo: 3
Base Move: L
Ability: Reroll.
Faction Affiliation: FranceFlavor Text: The Caerus is captained by a highly superstitious man who believes that you can never be too careful. Taking this ideology to heart, the crew is always bringing new good luck charms, “spells”, and tokens onto the ship at every port they visit. Somehow, this tactic appears to actually work for them.
And with that, only two posts remain for Eldest Seas! Up next, we’ll see a Limited Edition mail-order special, and then some Super Rares! If you have any questions, comments, or concerns, simply post them, and I’ll reply as soon as I can.
Until next post,
-J. W. DarkhurstOctober 16, 2020 at 3:50 PM #12362
Jonathan BowenParticipantHello again, everyone. I totally dropped off the face of the Earth for a while, and I can confirm, it is not flat. But now that I’m back, I can finish posting my custom set, Pirates of the Eldest Seas!
*insert cricket noises here*
Yeah, it’s been a looooong time. I will be continuing where I left off, with the French, right before the end of the set. After the French, there’s a few special pieces for this set, but then it will be done! 😀
So sit tight, and let’s get started!Relevant Keywords:
–Nephilim: This ship gets +1 to her cannon rolls against pieces with the Demon keyword. If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S
–Blockade Runner: This ship gets +1 to ramming and boarding rolls. Ramming can’t eliminate this ship’s masts.
–Master Gunner: Once per turn, roll a d6. On a 5, this ship gains the Extended Range keyword for that turn. On a 6, one cannon may shoot twice this turn.
–Royal Officer: When this crew is assigned with or on its Linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.
–Holy Sword: Once at the beginning of each of your turns, roll a D6. On a 5-6 cancel any two Cursed crew or ship abilities in play.
–World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship.
–Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.
9. Le Griffon
Points: 16
Masts: 3
Cannons: 3S, 3L, 3S
Cargo: 3
Base Move: L
Ability: Nephilim.Flavor text: One of France’s few protectors against Lord Morgenstern, the “Griffin’s” captain has put aside his dislike of the English, and believes wholly in Jace Herondale and his cult.
10. Fier Lion
Points: 16
Masts: 3
Cannons: 2S, 3L, 2S
Cargo: 4
Base Move: S+S
Ability: Blockade Runner. Captain.Flavor Text: Built with a reinforced hull, the “Proud Lion” was made to withstand large ships ramming her at full speed. Combined with her highly efficient crew, she is a frigate to be reckoned with.
11. Commandant Jean-Pierre Martin
Points: 8
Ability: Captain. Master Gunner.Flavor Text: Jean-Pierre Martin has had an interest in pyrotechnics ever since he was a child. Once he joined the Navy, his career path was set, and his dream of firing military-grade cannons was achieved.
12. Francis de St. Bernard
Points: 12
Ability: Loyal: France. Royal Officer. Holy Sword.
Link: La GargouilleFlavor Text: St. Bernard is a holy man, brought to the seas in order to protect French sailors from the powers of the Cursed Empire.
13. Amiral Jules Chapelle
Points: 7
Ability: Captain. World-Hater.Flavor Text: A patriot to the end, Chapelle fights for the French crown with all he has.
14. Le Jour de Jugement
Points: 17
Masts: 4
Cannons: 2S, 3S, 3S, 2S
Cargo: 4
Base Move: L
Ability: This ship gets +1 to her cannon rolls against any ship.Flavor Text: With the most advanced cannons and the best crew, the “Judgement Day” is prepared to fight anyone who dares to threaten the French crown.
15. La Gargouille
Points: 17
Masts: 3
Cannons: 2S, 2S, 2S
Cargo: 3
Base Move: S+S
Ability: This ship gets +1 to her cannon rolls against Cursed targets.
Link: Francis de St. BernardFlavor Text: Made using recycled wood from old churches, “La Gargouille” was built to defend France from the unnatural forces of The Cursed Empire.
16. Jaina Savage
Points: 6
Ability: Captain. This ship gets +2 to boarding rolls.Flavor Text: Bernice Savage’s daughter is shaping up to be just like her mother. Bernice however is concerned that she is more like her father.
17. Tromperie
Points: 14
Masts: 2
Cannons: 3S-3S
Cargo: 3
Movement: S+S
Ability: Only S-Range cannons can hit this ship.Flavor Text: Decorated and built as a small merchant vessel, those who decide to attack the “Deception” are surprised to find a fearsome crew and loaded cannons.
18. Petite Epée
Masts: 2
Points: 14
Cannons: 2L-2L
Cargo: 2
Movement: L
Ability: If this ship is assigned a cannoneer crew, she gets +1 to her cannon rolls.Flavor Text: Quick and effective, the “Little Sword” is never looked at twice by enemy ships until she delivers a devastating broadside volley.
19. Lame de I’infini
Points: 11
Masts: 1
Cannons: 3L
Cargo: 3
Movement: S+S+S
Ability: Eternal. Cannoneer.Flavor Text: The most recent version of the “Infinity Blade” is fast and effective in combat despite her small size.
20. Amiral Auguste St. Croix
Points: 12
Ability: Fleet Admiral. Once per turn give one friendly ship +1 to her cannon rolls.Flavor Text: The more favored of Gaston’s sons, Auguste has risen quickly through the ranks of the French navy. Like his father before him, his ascension has nothing to do with who he is related to, but his relations with the men he commands.
And that wraps up the French from Pirates of the Eldest Seas! With luck I will be posting the last of this set over the next two days. If you have any comments, questions, or concerns, simply post them, and I will reply as soon as I can. Provided I don’t fall off the Earth again.
Until next post,
-J. W. DarkhurstMarch 15, 2020 at 5:37 PM #10700
Jonathan BowenParticipantAlright, I’m back again, and this time I’m not about to pass out from sleep deprivation.
So let’s get into the next couple of French pieces from Eldest Seas!Relevant Keywords
Sniper: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.
Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result
7. Suprématie
Points: 30
Masts: 5
Cannons: 2L, 2L, 2L, 2L, 2L
Cargo: 5
Base Move: S
Ability: Sniper. This ship may move S as a free action after sinking another shipFlavor: The Suprématie is the ultimate display of French power on the seas. With superior cannons and combat techniques, she is certain to be the victor of any battle.
8. Laurence de Coquin
Points: 8
Ability: Privateer. Captain. Reroll.Flavor: A few steps removed from a pirate, Laurence has little personal loyalty to France. Instead, he utilizes his skill set to the advantage of whoever makes him richer.
And that’s the next two down. Yes the French have three fivers in Eldest Seas; that’s just how it be sometimes. But anyway! Let me know what y’all think of these two! Leave your comments, questions, and concerns, and I’ll get back to you as soon as I can.
Until next post;
-J. W. DarkhurstMarch 11, 2020 at 3:14 AM #10692
Jonathan BowenParticipantHello again, all
I have brought the next two French pieces from Eldest Seas!
This will be short and to the point because I’m awake at *insert post time* and I probably need sleepKeywords
–Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)
–+2 Gold Bonus: One of this ship’s treasures is worth +2 gold when unloaded at your home island.
–Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S
5. Force de Commerce
Points: 20
Masts: 5
Cannons: 4S, 4S, 4S, 4S, 4S
Cargo: 7
Base Move: L
Ability: Armed Merchant. +2 Gold Bonus. This ship ignores the first hit she takes each turn so long as she has all of her masts.Flavor: A massive merchant vessel, the Force de Commerce is one of France’s most prestigious merchant ships. It is considered an honor by many sailors to serve aboard her.
6. Seigneur des Ombres
Points: 18
Masts: 5
Cannons: 2S,2S,3L,3L,3L
Cargo: 4
Base Move: L
Ability: Nephilim. This ship gets +1 to boarding rolls.Flavor: Sent to the French as a symbol of peace, the “Lord of Shadows” was built by Herondale’s best craftsmen. Her crew has been specially trained to be efficient and effective when boarding unnatural ships.
Woo, that’s two more down!
Tell me y’all’s thoughts on these 5-ers; I’ll respond to feedback as soon as I can.Until next post;
-J. W. DarkhurstMarch 6, 2020 at 9:56 PM #10684
Jonathan BowenParticipantI was thinking, for the Axiom, that I might just change her ability to be a speed boost on that one turn. It’ll just make it easier all around, while still maintaining a similarity to the original draft idea.
I have once again fallen behind on posts; so double today!
Coming at you now are the first French pieces of Eldest SeasRelevant Keywords
–Nephilim: If this ship is assigned a helmsman crew, she gains +L to her base move instead of +S.
–S-Board: Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses.
1. Sebastian Verlac
Points: 8
Ability: Nephilim. Black Mark. S-Board.
Link: VerlacFlavor: An outcast in his own family, Sebastian Verlac found friends on the other side of life. Now in command of his family’s ship, he has no real loyalty to Jace Herondale, and plans to make that clear.
2. Verlac
Points: 15
Masts: 4
Cannons: 4S, 3S, 3S, 4S
Cargo: 3
Base Move: L
Ability: Nephilim. Cursed ships get +1 to their cannon rolls against this ship.
Link: Sebastian VerlacFlavor: Passed down from father to son, the Verlac is a private galleon owned by the Verlac family. Now under the command of the family’s youngest son, loyalty to Herondale will be tested by Sebastian’s ties to the unnatural.
3. Penhallow
Points: 18
Masts: 4
Cannons: 3S, 3S, 3S, 3S
Cargo: 4
Base Move: S+S
Ability: Nephilim.Flavor: The captain of the Penhallow is a distant relative of the Verlac family, and as such, has been asked to keep a close eye on the family heir, Sebastian. Loyal to both family and Herondale, the Penhallow’s crew will do what is needed to complete this task.
4. Feu de Neige
Points: 14
Masts: 3
Cannons: 2S, 2L, 2S
Cargo: 2
Base Move: L+S
Ability: This ship gets +1 to her cannon rolls against The Cursed.Flavor: Named for a legendary stallion, the Snowfire is crewed by men whose lives have been ruined or damaged by The Cursed Empire. Their hatred and desire for revenge makes her a force to be reckoned with.
It’s not that exciting, but it’s a start.
Let me know what you think of these pieces! Leave your comments, questions, and concerns, and I’ll try to get back to you as soon as I can!Until next post;
-J. W. DarkhurstFebruary 22, 2020 at 12:19 PM #10662
Jonathan BowenParticipant@Woelf: I can see what you mean about Axiom’s ability as breakable. I’ve written up a possible edit for her second ability though
1. Once per turn, if this is at her cargo limit, and you can draw a straight line to her Home Island, you may eliminate one of this ship’s crew. If you do, she gets +S+S to her base move, but can only be given move actions along that line. These conditions will reset when she reaches her Home Island.
Took some inspiration from Jack’s Compass (DPoC) for the ability, but it still might not keep her from breaking territory. What do you think of this alternate ability?
-Darkhurst
February 20, 2020 at 12:01 AM #10654
Jonathan BowenParticipantWell, it has been more than too long since I’ve posted here.
So I do believe a double post is in order tonight.Relevant Keywords
–Ambassador: Crew of any nationality may use their abilities on this ship.
–Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) The first cannon that misses on its second shot ends the shoot action.
10. USS Cobalt
Points: 19
Masts: 4
Cannons: 3L, 2S, 2S, 3L
Cargo: 4
Base Move: L
Ability: Repeating Guns.Flavor: A gunship through and through, the Cobalt’s unique blue sails ensure that America’s foes remember who sent them to Davy Jones’s locker.
17. USS Democracy
Points: 18
Masts: 4
Cannons: 5L, 4L, 4L, 5L
Cargo: 6
Base Move: L
Ability: Ambassador. Parley. This ship cannot be sunk, but she can be scuttled. This ship cannot sink any ship.Flavor: Realizing the damage caused by a constant state of oceanic war, the Democracy is an attempt to reach out peacefully to the other nations of the world, and put an end to unnecessary conflict.
18. USS Harbor Guardian
Points: 15
Masts: 4
Cannons: 3S, 3S, 3S, 3S
Cargo: 3
Base Move: L
Ability: This ship gets +1 to her cannon rolls when she is within L+L of her Home Island.Flavor: Built for the shallower waters of harbors and bays, the Guardian is a powerful defensive ship meant to deter unwanted vessels from sailing into American ports.
19. Castaway
Points: 8
Masts: 2
Cannons: 3S, 4S
Cargo: 3
Base Move: S+S
Ability: Explorer.Flavor: The Castaway’s crew were shipwrecked on an island when their first ship was caught in a storm. They learned to survive on any island, big or small, and learned how to find valuable resources wherever they land.
20. USS Axiom
Points: 17
Masts: 3
Cannons: 4S, 5S, 4S
Cargo: 6
Base Move: L
Ability: Explorer. If this ship is at her cargo limit, you may eliminate one of her crew. This ship then gains +S+S to her base move, but can only be given move actions. This ability “resets” when this ship docks at her home Island.Flavor: The Axiom’s captain is cold and greedy. He is not above sacrificing his own crew to get home with a full cargo hold.
And that will wrap up the Americans of the Eldest Seas.
The Cobalt was skipped during the debacle of trying to figure out what her keyword actually did.With luck, I’ll begin posting more frequently soon. Eldest Seas is coming to a close. Be sure to catch it! 😉
Until next post;
-J. W. DarkhurstJanuary 17, 2020 at 5:22 PM #10636
Jonathan BowenParticipant@Xerecs: I like that ability as-is, but that’s probably because I helped you make it lol
Yes, I have returned. But I didn’t bring pizza, I brought a couple more American pieces from Eldest Seas! So let’s get into it!
–Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.
15. USS Lucrehulk
Points: 26
Masts: 5
Cannons: 3L, 3S, 3S, 3S, 3L
Cargo: 6
Base Move: L
Ability: Blockade Runner. Two hits from the same shoot action are required to eliminate one of this ship’s masts.Flavor: A massive cargo barge, the Lucrehulk is unmatched by any other American vessel in both her cargo capacity and self-protective capabilities.
16. USS Resurgent
Points: 16
Masts: 4
Cannons: 3L, 2S, 2S, 3L
Cargo: 4
Base Move: S+S
Ability: If this ship successfully hits a ship with all of her cannons, eliminate an extra mast from the target ship.Flavor: The Resurgent’s cannoneers randomly put explosive cannonballs in with their normal stock, occasionally giving enemy ships unpleasant surprises.
An that’s two more down, five to go. Let me know what y’all think of these pieces! leave your comments, questions, and concerns, and I’ll reply to them as soon as I can.
Until next post;
-J. W. DarkhurstJanuary 13, 2020 at 7:37 PM #10629
Jonathan BowenParticipantAlright, Xerecs I hear you there about the Subjugator.
I can start edit works on her, and release an official retcon at or near the end of this faction.Until then, I’ve got the next two American Pieces from Eldest Seas! A couple of crew this time.
Relevant Keyword
–Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result
13. Marksman Jacob Raines
Points: 6
Ability: Explorer. Marine.
Link: Michael McCloudFlavor: Jacob Raines is, as his title suggests, one of the best shots in the American navy. Or, rather, he was, until he was kicked out for disrespecting a superior officer.
14. Michael McCloud
Points: 5
Ability: Shipwright. Reroll.
Link: Marksman Jacob RainesFlavor: A proper handyman, there is no broken object on a ship that McCloud can’t fix. Even if that object happens to be the ship.
And that’s the last of the American crew from Eldest Seas!
Let me know what you think of these pieces; leave any comments, questions, or concerns, and I’ll get back to you as soon as I can.Until next post;
-J. W. DarkhurstJanuary 12, 2020 at 1:46 PM #10626
Jonathan BowenParticipant@Xerecs: Yes
Alright, I lied. Ima post more today, not yesterday
SO, back to the Americans of Eldest Seas! (skipping #10 for now because it has Repeating Guns)Relevant Keywords:
–Canceler: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.
–Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.
–World-Hater: This ship gets +1 to her cannon rolls against any [non-faction] ship.
11. John Dart
Points: 8
Ability: Privateer. Captain. World-Hater.Flavor: John Dart is a solitary man; preferring to work as close to alone as possible, his crew and ships are constantly changing to avoid prolonged association with any individuals or sailing ships.
12. USS Subjugator
Points: 20
Masts: 5
Cannons: 3S,3S,3S,3S,3S
Cargo: 3
Base Move: S
Ability: Canceler.Flavor: Slow though she may be, the Subjugator has acquired such a fearful reputation that many enemy crews would rather hide or run away than face her in combat.
And those are the next two American pieces from Eldest Seas. I skipped number 10 for until the Repeating Guns discussion has come to a definite conclusion. But, regardless of that, tell me what you think of these two pieces! leave your comments, questions, and concerns, and I’ll get back to you as soon as I can.
Until next post;
-J. W. DarkhurstJanuary 12, 2020 at 3:05 AM #10624
Jonathan BowenParticipant@Xerecs: Yes; the second shots happen after all of the first ones.
Also, yes; ALL viable cannons must be fired and hit in order to activate Repeating Guns.
One of the reasons why (I think) the majority of RG ships have one cannon rank across the board, or have very similar/close ones.-Darkhurst
January 11, 2020 at 9:41 PM #10622
Jonathan BowenParticipantAlright everybody
Not an update post, but a question.On my custom Keyword, Repeating Guns, should I make the following changes:
(current)
Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from that ship.(ret-con)
Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) The first cannon that misses on its second shot ends the shoot action.Tell me what you think of this idea; I know this keyword hasn’t been as popular, mainly due to the severe negative attached, so I hope this can change it for the better.
Likely another Eldest Seas update later tonight
-Darkhurst
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