i'm so tired of the online art influencer mentality that in a sketchbook everything in it has to look amazing and polished and flawless it's so performative!!!! sketchbooks should be for drawing stupid shit
This is the man I choose to love
[by Mark Cookman / Tribality 1, 2, 3] @we-are-pirate, @we-are-scarlet-corsair
If you are running a game with pirates in it, then you should know what the job entails. It’s not all boarding ships, counting booty, and drinking rum like you might think. A great deal of hard work is required to run a sailing ship with a law-abiding crew, let alone one populated by pirates. In this essay we are going to examine the five principle officers on board a pirate ship, their duties, and their responsibilities. This is part one of a three part lesson. In the next lesson we will examine the duties and responsibilities of other officers and crew members with special duties. In the final lesson, we will look at one very special group of crew members that are almost always overlooked. Read on to learn what pirates expected of their primary officers.
The principal officers of a pirate ship were the captain, the quartermaster, the pilot, the boatswain, and the master gunner. On some ships these positions were all elected by an equal vote of the crew and on others the captain picked the crew members he wanted to serve in the positions. The captain on a pirate vessel was almost always elected by an equal vote of the crew. On a privateer vessel this was not very often the case. Privateer captains were often the owners of the ship or were given commission by their monarch to take a vessel to sea. So it follows with the other officers. If the captain was elected, then generally all of the officers were elected. If the captain was appointed or held his position by means of ownership, then generally he picked the officers. In either case, an officer on a pirate ship served at the whim of the crew. Even a man picked by the captain would be booted down to a simple crewman if he could not do his job. For the most part though, a person elevated to serve as one of the principle officers did so for life. The title of this article refers to the fact that most often the authorities that captured, tried, and hung pirates concentrated on the five principle officers of the ship. These officers were generally the most intelligent and skilled crewmen on board the pirate vessel. They were people that everyone else on board the ship admired for their ability to do their job. Diligent action is the mother of respect on board a ship.
The captain, however he came to his position, was chosen for his leadership, bravery, and cunning. The captain was responsible for the ship and everything aboard her; every item and every man. He was responsible for the overall decisions affecting the ship and her crew. The captain decided where to sail and what to attack. He was the voice of his crew to all beyond the ship. He often led his crew in battle. In terms of daily duties, the captain kept a log of the voyage, managed the affairs of the ship through the officers, and generally served a four to six hour shift at the helm. The captain stayed in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.
The quartermaster (or first mate on a privateer vessel) was the number two man on the ship. He was responsible for enforcing the ship’s articles and administering punishment when necessary. The quartermaster was the trustee of the ship and her crew. He directly represented the crew to the captain. It was his responsibility to serve as a counterbalance to the captain in decisions that might be hazardous to the ship or the crew. A wise captain made no decisions that his first mate didn’t support. The quartermaster took responsibility for prize vessels and picked the treasure that the crew would take from a prize. He was also responsible for counting the booty and splitting the shares. Each day would find him working with his subordinate officers the boatswain, the master gunner, and the master at arms to effectively run the ship. The first mate also served a turn at the helm, generally a four to six hour shift.
The pilot was the number three man on the ship and often the most educated. He served as the ship’s navigator and was generally the best all around sailor aboard the ship. He was responsible for plotting the ship’s course and maintaining that course. The pilot maintained all of the ship’s charts and maps as well as the tools of navigation. He was charged with keeping a daily log of every event relating to the sailing of the ship. He recorded the depth, the currents, the wind patterns, the ship’s location, the locations of reefs and sandbars, and the state of the rigging. He reported directly to the captain. The pilot oversaw the work of the sail-master and almost always had at least one assistant (a pilot’s mate) to help him with his duties. The pilot and his mate both served separate shifts at the helm in addition to taking readings from the moon and stars to plot and maintain the course.
The boatswain was the number four man on the ship and often the most feared by the crew. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship and maintaining discipline among the deck crew. He was responsible for the ship’s longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the ship’s seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster. The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything “ship-shape”. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.
The master gunner was the number five man on the ship. He was responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. He was also responsible for training the crew in the use of both firearms and ship’s weaponry. The master gunner picked and ran the gunnery crew. He reported to the quartermaster, but was responsible to the entire ship to make certain that the cannons hit the declared target. He was also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner was the only crew member besides the captain and the quartermaster entrusted to carry a key to the ship’s powder magazine. Additionally, the master gunner often led or picked hunting parties when they were called for. His day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.
In this second part of a three part lesson dealing with the crew positions aboard a pirate vessel, we are going to look at the responsibilities of the Sail-master, the Carpenter, the Cook, the Surgeon, and the Master at Arms. These were all lower officer positions and were either voted upon or assigned by the captain as discussed in the first part of this lesson. The sailors who served in these positions were skilled laborers and, as such, their skills were always very much in demand on a ship. They were almost always offered a greater share of the treasure because of their skills. These were definitely crew members that a pirate ship could not function without.
The Sail-master was the most experienced crewman in the rigging and usually one of the best sailors on the ship. He was responsible for maintaining the sails and the rigging. The Sail-master knew every knot, line, rope, block and tackle in the rigging as well as how to repair them all. He was also responsible for training and running the sail crew as well as overseeing the making and patching of sails. The Sail-master took orders from and reported to the pilot.
The Carpenter was a skilled wood worker, often with some shipwright experience, who did all of the woodworking required by the crew. He was primarily responsible for repairing damage to the wooden portions of the ship and for plugging leaks that got too bad. (Ye should understand right now, before ye go to sea, that all ships leak, mates. It’s just when they really leak badly that you have to worry about it.) The Carpenter was also responsible for the construction of barrels and crates, as needed, to store cargo, as well as maintaining the tools of his trade. He took orders from and reported to the Boatswain.
The Cook was one of the most important of the lower officers. He was in charge of all matters relating to food on the ship. He made certain there was enough food, water, and rum on board for the planned cruise. He cooked the meals and suggested rationing when it was necessary. The Cook butchered the meat brought back by hunting parties and was the only man trusted to light a fire below decks. He maintained the necessary tools for both cooking and butchering. The Cook took orders from and reported to the Boatswain.
The Surgeon was likely one of the toughest men on the ship. He served as the barber/doctor/emergency surgeon for the entire crew. He was equally capable of shaving your beard and cutting off your damaged leg. The Surgeon dealt with not only the sick and the wounded, but also the dead. He, like the other lower officers, was responsible for maintaining the necessary tools of his trade. The Surgeon took his orders from and reported to the Quartermaster. It was rare for a ship to have a real doctor and it was common for the carpenter or the cook to fill this role as needed.
The Master at Arms was often the most skilled warrior on the crew. He was responsible for training the crew in hand to hand combat. He also led the ship’s boarding parties and hunting parties when they were necessary. The Master at Arms position was not a separate position on every vessel and often these responsibilities fell to the Quartermaster. When the Master at Arms position was filled on a ship, he took orders from and reported to the Quartermaster.
These 5 core positions represent the Non-Commissioned Officers of a pirate or privateer ship. These men all commanded other men on work details and so their words carried great sway with the crew. It was often from among these men that the next captain was chosen when a captain lost his position through a vote of no confidence. Thus, these were the men that the captain had to keep loyal to him to stay in command of the ship.
In this article, we will be looking at the makeup of the crew itself. Remember that the only rule with pirates is that there are no rules; no two crews of any two pirate ships were exactly the same. Even so, we can narrow down some roles common to pirate/privateer crews based upon the jobs that must be done aboard ship. Most simply put, pirate crews are a mixture of brutes, gunners, swabbies, and musikers. Let’s examine each category in turn.
A great deal of hard work and heavy hauling is involved in just sailing a tall-masted ship. In strong winds the canvas sails must be man-handled by a deck crew that is stronger. Loading and unloading supplies, most especially cannons or chests of gold, requires a number of strong backs. This is why every ship has its share of brutes – big, strong men capable of handling themselves no matter the work or the fight. In addition to the tasks already mentioned, brutes would be key men in hunting parties, ship boarding, and raiding groups as well. Keep in mind that not all brutes need to be hulking bruisers. A wiry-tough and dexterous hunter, skilled with both blades and long rifle, could be a brute as well. Brutes, no matter their size, do not shrink from a hard task. Men of this sort make up perhaps as much as ½ of a pirate crew, but they will be mixed among the gunners and swabbies, not a stand alone corp. Most of the men on a pirate or privateer ship were probably gunners.
Depending upon the size of their shot, each cannon required a crew of either 3 or 4 men to load and fire it. So a sloop carrying 4 small guns per side would require a minimum of 24 men to fully maintain them and that does not include the officers directing the cannon fire. On a large ship, like Blackbeard’s Queen Anne’s Revenge, a full gun crew would be 160 men dedicated only to firing the cannons. (It is important to note here that Blackbeard had a total crew compliment of 125 on board the Queen Anne’s Revenge.) These crewmen would have to be available 24/7 to do their job whenever required, but otherwise might have no duties on the ship. There was double-duty in most crews though. Most pirate ships didn’t keep a full compliment of gunners like warships of the time did because fewer crew members meant fewer shares and that meant more money for everyone when the treasure was split. Gunners could make up between 1/3 to 2/3 of a crew.
Swabbies, or actual trained sailors, are the crew members responsible for handling the rigging and the sails to keep the ship moving. These are the guys and gals who climb the ratlines into the rigging and walk the spars that jut from the masts. Swabbies sometimes fight from the highest position that they can get to on their own ship and then leap into the rigging of the enemy vessel when boarding. Often dexterous fighters, swabbies are known for leaping into the fray, but sometimes they hide in the rigging as deadly snipers. It might be surprising to discover that skilled sailors usually comprised less than 1/3 of the total crew compliment of the ship.
It is difficult to prove that “musikers”, or musicians as we call them, were ever a stand-alone part of a pirate crew. However, two excellent examples from the pirate period demonstrate that they have been a common part of most ships of war, pirate and privateer ships included. The first example is from the early Seventeenth century. In Captain John Smith’s advice concerning how to conduct a one-on-one naval engagement he remarks when preparing to board one should, “… sound Drums and Trumpets, and Saint George for England.” The second example comes from the early Eighteenth century. In the articles of Captain Bartholomew Roberts it is stated: “The Musikers to have Rest on the Sabbath Day, but the other six Days and Nights, none without special Favour.” When thinking about the musicians on board a ship in the 16th to 18th centuries, one must not think of a band. That would be far too organized a concept. There is no way to know how many crew members may have been musicians, but one assumes that the number is not large.
It is likely that ships of this period had crew members who owned musical instruments as varied as brass horns, mouth harps, fiddles, bag pipes and accordions. Furthermore, sailors could gather numerous instruments from the various ports of call their ship made. Examples here are numerous: cowhide and goatskin drums from Africa, dried gourd maracas from Cuba, bamboo drums and flutes from Hispaniola, and even tambourines from Morocco. Pause a moment and consider the combined sounds of all of the instruments mentioned here. Now you know why a band is not the idea you want to have. The musicians were popular with the crew, as they were entertainment as well as a valuable battle element. The musicians played during meal times and during work breaks allowing the crew some entertainment to break the monotony of long hours of tiring work. This boost in moral was welcome at anytime, but was perhaps the most effective when used in battle.
From stories of Bartholomew Roberts crew and others, we know that when a ship with musicians approached another ship with the intention to fight, the effects of the music could be terrifying to the enemy. The musicians would play marches and other martial music. There were drum rolls, trumpet and bugle calls, and perhaps even a piper given the nationality of the crew. Add to this the noise of the ship’s cook beating upon his pots and pans and the crew stamping their feet or beating their weapons against the ship. Finally top this off with the sounds of shouting, screaming, and shooting, both pistols and rifles as well as cannons and deck guns. Your imagination can supply you with the details of the scene. The intended result is achieved: the morale aboard the pirate vessel is raised to a fevered pitch while the morale of their intended prize is shaken. So do not forget that pirates and privateers know the value of bardic inspiration when you run those encounters.
So, you want to write about a natural disaster to advance your plot and torture your players/characters even more? Let me tell you how, accurately.
I feel like unless it is a volcano, natural disasters are a pretty slept on plot drivers, and some of them are really cool and unique! Today, I will talk to you about land slides, earthquakes (And earthquake related disasters), and volcanoes.
Landslides: Probably one I see the least in stories, but one that would be incredibly interesting to write into a plot where they believe in curses. Landslides can happen along ocean bluffs, slightly hilly areas, and highly mountainous areas, this means it is something that can happen in most landscapes. But what can trigger a landslide? Mostly all you need to trigger a landslide could be just abnormally large amounts of rain, excessive deforestation (with a little bit of rain), or an earthquake. If you don't want to use deforestation or an earthquake as a catalyst, a really cool indicator that the land is slipping and may be prone to a collapse is J hooked trees.
This indicates that there is soil creeping slowly over time, and it may lead to a major landslide.
2. Earthquakes: Probably one of the easiest things to write, earthquakes can happen anywhere, but they are most common in places that are tectonically active areas. There are about three types of environments you can expect earthquakes to be common. The first is just rugged mountains, if your landscape looks like this, you should write in earthquakes. Associated hazards could be landslides, avalanches, and large falling rocks.
The next landscape could be a thin mountain range, next to the ocean, very scenic, but very dangerous. Essentially, I am describing a subduction zone environment.
Earthquakes in these areas could equal a couple different associated disasters. Scenario one: A very large earthquake happens, and the ocean begins to recede. This is a tsunami, enough said. If you are writing a tsunami though, please, please, do not write it as a large wave, thank you. Also, a common way people are hurt by tsunami's are from them going into the ocean because they don't understand a tsunami is going to happen.
Scenario two: A large earthquake happens, your characters are in a valley and suddenly the ground begins to liquify as the ground shakes, once the shaking stops, the ground becomes solid like nothing ever happened, except everything has suddenly sunk into the now hard ground. This is called liquefaction and it typically happens in areas that have loose dirt or lots of saturated soil.
Scenario three: There are a lot of small earthquakes, they do not cause a lot of damage, but you begin to notice that one of the isolated mountains has a plume rising. Earthquakes can indicate lava moving underground and the filling of magma chambers.
The next environment that can host lots of earthquakes would be regions that have a lot of really deep valleys and small mountain ranges (not cone volcanoes), but overall seems pretty flat.
This indicates a transform fault like the San Andreas. If you want to hint at there being earthquakes in the area, you can show fence posts that are suddenly several feet out of line at a dilapidated farm or something similar.
(These earthquakes are different because they are cased from sideways movement, not an up-and-down movement this hint can only be used for this environment). Volcanoes would not be found here, but liquefaction and landslides could still occur here.
4. Volcanoes: If you thought earthquakes had a lot of information, volcanoes do too. First you have to ask yourself, what kind of volcano you want to have, what kind of eruption style? So lets break down the kind of eruptions you can have and what their landscapes look like. Hawaiian Shield volcano: This will produce a smooth fast lava, the landscape typically is pretty flat, but there will be small cones and the rocks can have a ropey or jagged texture and the rocks will be almost exclusively black to dark red.
Stratovolcanoes: These will be solitary mountains, typically, that look like perfect cones (Picture shown in earthquake section). These will have large ash cloud eruptions and pyroclastic flows, they may have some lava, but typically most damage is done from the pyroclastic flows (think Pompeii). Some hints of these, other than describing the cone features (which can be hidden by other mountains), would be to talk about petrified wood! Trees can get fossilized in the ash and I imagine it would be very strange to find this rock that clearly looks to be a piece of wood, but its a rock. Subcategory- Calderas: Used to be a large stratovolcano, but they erupt so explosively that the entire cone collapses and creates a basin.
There are a lot of kinds of volcanoes out there, so forgive me for just putting an infographic and then talking to you about these really rare types of eruptions that I feel like people should know about.
Okay lets talk about blue lava (kind of) and black lava
You will notice the lava is still red in the middle of this image, during the day these would look like a normal eruption, but at night the burning sulfur would make it appear blue. Some cool features other than this, would be that any water in the area would become very acidic and burn the skin due to sulfuric acid. This would again be really cool if you are trying to describe a 'cursed' land.
Black lava: This happens only in the east African rift I believe, but it is a carbonatite lava, but if you are writing in a rift valley (where the continent is tearing apart to form a new ocean) this might be a cool feature. The lava will cool white and will quickly erode, it makes for a very alien landscape!
Anyway as always, this is supposed to be an introductive guide for the basics of writing geology to create cool landscapes/features into dnd or fictional universes, if you are a geologist please understand my oversimplification of tectonics, I didn't want people to run away.
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