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BlackBishop

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Jun 13, 2012
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BlackBishop Presents

A
Paradox Interactive OT Forum Game


9pirates-of-the-caribbean-by-yanick-dusseault.jpg

The New World

Starring
(In order of appearance)

Deaghaidh........The Pirate Sean Day

That One Duke........The Merchant Jacobus Berendzen

Barkydog........The Merchant Bernard Houstice

Matth34........The Merchant Matthew Wolfe

Thelonelylurker........The Pirate Ragnar Ericson

AsdfeZxcas........The Pirate Calabara Wumbo

Titan........The Merchant Hendrik Brouwer

* * *

Guest Starring

Juan de Mendoza........Viceroy of New Spain

Francis Drake........Lord-Admiral of New England

Pierre Du Gua de Monts........Governor-General of New France

Cornelius Jacobsen May........Director-General of New Holland

* * *


Welcome to the 17th century Caribbean, where the Spanish, English, French and Dutch superpowers vie to dominate land and sea. Caught in the middle is the rising merchant class, capitalizing on the driving force of trade and industry, these powerful men fuel the expansion and prosperity of the colonies. The rise of the merchants, however, has led to a dark threat that stalks the waters; the pirate. Lurking in the high seas of the New World, the pirate's murderous lust for gold threatens merchant and superpower alike. The question I ask you is how will you make your way in this brave new world, this paradise? Will you build a powerful merchant empire, controlling the economy with your powerful fleets, or assemble a great armada of war ships and strike fear in the hearts of all who foolishly think to brave the sea? The choice is yours.

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The New World Map

As you can see, the New World is divided into four sections. Player's must choose a port or haven located in one of the areas. Merchants must post their port in the thread when signing up, while pirates must email me there haven with their first orders. Players may move one time per turn but moving uses up an action. Players get two actions per turn. While merchant's actions are made in the thread for all to see, Pirates email me their's. As you can see, Spain (yellow) dominate the New World followed by Natives (grey), France (blue), England (red), and Holland (green). Settlements for each nation exist in all areas of the map, as do Jesuit Missions and Native Villages.

Each turn players may wish to interact with these powers any way they wish. Be aware that aiding one power too much will generate perks with that power but earn the scorn of the others. Performing missions with Jesuit Missions will raise respect with all superpowers but earn infamy with the Natives. Pirate Havens also exist in every area.

Gulf of Mexico: The seat of the Governor of New France.

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Sunny, partly cloudy.

Guiana Sea (Northern Caribbean): Seat of Dutch Director-General

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Sunny

Eastern Caribbean Sea: Seat of Spanish Viceroy and British Governor-General

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Sunny

Western Caribbean Sea:

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Sunny​



((IC Channel is up, type /join #NewWorld_main here))
 
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How to Play

The premise of this game is a shared story that we all contribute to as the game goes on. Despite what the title may lead you to believe, this isn't a complicated trade game with currencies and inflation, etcetera, but at its core, it is a game about story telling. While telling the story of your character you will have interactions with other players while I moderate and contribute. Merchants will perform up to TWO actions through an IC in the forum, followed by a brief Action Report in bold. Your IC can be anything from a short story to a simple missive. For example:

Juan said:
Juan de Mendoza arises to the scent of lush flowers blown in his window from the warm Caribbean Sea... How he hated it here. The Viceroy longed for greater things. He longed for Madrid. For now he would have to try and focus on what to do about the aftermath of that previous day's slave revolt. He rubbed his bearded chin thoughtfully as he tried to decide if he should have them all drowned, or perhaps he could make use of them still.

Juan de Mendoza in Factory, trades slaves to French Settlement in Gulf of Mexico.

Notice how Juan mentioned he was in his factory, not with the fleet. Always clearly state the location of your character in your Action Report. Merchants may also hire mercenary fleets to escort their trade vessels...

Juan de Mendoza hires mercenary escort

After the merchants state their orders pirates may than discreetly PM their two actions to my inbox. State your concise AR as your subject.

Drake said:
Subject: Admiral Drake's flagship fleet moves to Gulf of Mexico, loots juan's slave trade

Admiral Drake's flagship fleet moves to Gulf, loots juan's slave trade Purlple monkey dishwasher.

Afterwards I announce the results in an update along with the current date in the game.

BlackBishop said:
November, 1603

Drake loots Juan's trade convoy in the Gulf of Mexico, wins a wealth of gold and a ship.

Now the pirates may respond however they like...

Drake said:
Admiral Drake, with his fashionably immaculate hair, pillaged and raided the convoy, well, actually his men did. Drake just admired his dashing good looks in a hand mirror.

Thus the turn is now over. By attacking the merchant the pirate has revealed his location and therefore gained a greater chance of being attacked by patrols and vengeful merchants.
The merchants begin the new turn once again, stating their actions first for all to see.

Jaun said:
Juan only smiled when he heard the news from his palace. "adiós muy buenas."
Juan boards flagship fleet, moves to northern caribbean
Trades with Spanish port

Again, after all merchants state their orders, or if they already have orders in mind, pirates email their 2 actions

Drake said:
Drake Return to home port in Northern Caribbean

Notice how Drake only left one action? It's because going into port takes a full turn. Time is needed for ship repairs, bartering, and morale recovery. Every time you port you earn gold, however pirate's locations will be learned unless they port in a pirate haven at a cost. Though the superpowers are able to move freely to port and map locations, players must already be in their home location. For example, if your character is in ECS and his home port/haven is in WCS, your character must move to WCS and make port on the next turn.

I will than, once again, announce the results...

BlackBishop said:
December, 1603
Juan earns a tidy sum in the Northern Caribbean.
Drake's home port suffers from a slave revolt. Miss one turn!

At the beginning of the game, players only start with one fleet and one port or haven. As the game goes on, you will be rewarded with other fleets and property. Beware of disrespectful trade practices - merchant sabotage on other merchants is one thing, but run amok in superpower ports and you may risk angering them.

Merchants may also hire pirates, through a pm, as go betweens to wage discreet wars against a rival merchant, but a better opportunity may present itself to the pirate and lead to betrayal. If a pirate agrees to the secret pact, he must say so in his action pm to me.

Please sign up stating your role as well as info, for example

Drake said:
Francis Drake
Pirate
Age: 28
Haven: The Turk Isles, Northern Caribbean Sea
Bio: The Lord-Admiral of New England

Remember that each player starts out with a base, a port if you are a merchant, a haven if you are a pirate. Unlike ports that automatically generate income, havens generate no income and cost gold each time a pirate docks as the pirate must bury treasure to save it from murderous mutineers (don;t lose your treasure map!) Pirates may instead dock at ports to unload illicit goods for profit and repair and recoup, however your location will be learned throughout the caribbean! PIRATES, DO NOT INCLUDE YOUR HAVEN LOCATION WHEN YOU SIGN UP, include it in your email with your first actions

Try and keep sailor morale in mind. Prolonged voyages without port will result in mutiny, disease, and chance of being discovered by enemies, which all equate into sailor morale.

Possible Actions

Note that Merchants can take part in pirate activities and vice versa - though once merchants gain enough notoriety, their property will be seized and they will turn pirate. A pirate, however, cannot become a merchant and any trade they do in port will be announced in the public thread by me. Also note that trade will not yield the same bonus as merchants who are the more skilled traders of the two.

For example, Say we have a player who has created merchant Riley. Riley has obtained a wealth of gold and operates a hemp plantation in his home port of Corpus Christi, Gulf of Mexico. He has a trade route with a neighbouring port that produces rope from his hemp. Riley has an influx of hemp and ordered his armada to trade hemp products for gold in hopes of achieving a wealth of gold.

This is all well and good, and this paragraph gives us a detailed picture of who Riley is and what he is doing. His IC may look something like this;

Riley said:
Riley stood in his estate overlooking his vast hemp plantation. The rains had yielded an influx of hemp and he was eager to unload it in New Orleans and Biloxi. In hopes of building his wealth to a vast fortune, Riley set out from his home port of Corpus Christi, and sailed to New Orleans. New Orleans would pay a good price as they need the hemp for rope production. Riley expected to get as much as 120 gold pieces for each crate. Thereafter he would sail to Biloxi and unload the rest of his hemp, thus driving prices down in that port of a rival hemp merchant, and stealing some of their wealth. The thought of his rival left penniless and without a plantation brought a smile to Riley's face.

This is a great IC. It gives us a detailed account of Riley's business and a little insight into his character, but from a GM point of view it is a garbled mess. There is way too much information that I don't need and makes things overly complicated for me to moderate his actions. That's why we have Action Reports. Riley can dumb everything down to basics to make my life easier, this way we get a great IC and my job is easy.

Riley said:
Riley stood in his estate overlooking his vast hemp plantation. The rains had yielded an influx of hemp and he was eager to unload it in New Orleans and Biloxi. In hopes of building his wealth to a vast fortune, Riley set out from his home port of Corpus Christi, and sailed to New Orleans. New Orleans would pay a good price as they need the hemp for rope production. Riley expected to get as much as 120 gold pieces for each crate. Thereafter he would sail to Biloxi and unload the rest of his hemp, thus driving prices down in that port of a rival hemp merchant, and stealing some of their wealth. The thought of his rival left penniless and without a plantation brought a smile to Riley's face.
RILEY TRADES IN FRENCH PORT GULF OF MEXICO
RILEY SABOTAGES PLAYER'S PORT

Like I said, this isn't a complicated economy simulator, but a game about telling a story. Here we have the story behind his actions, and the simple statement of what those actions are so I may simply moderate. Well done, Riley! Let's imagine that Riley succeeds in his sabotage. Overt attacks on rival merchants and superpowers are viewed as being a Pirate Action. Riley has now acquired notoriety, and unless he can dispel some of his infamy, by doing Trade Missions for Missionaries, Superpowers, Natives, Riley is in danger of becoming a Pirate. Merchant players can hire pirates discreetly to sabotage rival merchants while not gaining notoriety. But beware, pirates can't be trusted. Pirates can do missions for Jesuits and Natives too, but they will not lose notoriety.

Blackbishop said:
Riley has flooded Jaime's port with cheap hemp! A vast wealth of gold has been taken from Jaime and given to Riley. Tales of this misdeed have spread across the Caribbean. Riley is now a swashbuckler and in danger of being known as a pirate captain!

If a player ever bores of being a pirate they may retire their character and start anew as a merchant character.

Actions are really limited to your imaginations - the core of this game is your story, so whatever actions fit your ICs are fine by me, just don't over complicate them in your AR.
 
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The Merchants

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Juan de Mendoza, Viceroy of New Spain
Age: 32
Nationality: Spanish
Port: Port Royale, Eastern Caribbean
Bio: A shrewd, calculating business man, who has built a vast network of trade routes in order to ensure Spanish prosperity, as well as his own. Though he may wish to return to Europe, the Viceroy still takes his position in the New World very seriously, seeing his post as an opportunity to amass wealth and power before returning to his homeland.
Rivals: English, French, Dutch

Inventory: A vast wealth in gold
4 Merchant Fleets operating 4 trade routes in the Gulf, North, East and Western Caribbean
Armada Fleet



Pierre Du Gua de Monts, Governor of New France
Nationality: French
Port: New Orleans
Bio: Ordered to establish French dominance in the New World, the governor has successfully carved away Spanish superiority in major ports in the Caribbean while cementing his own wealth and power.
Rivals: Spain, England, Holland

Inventory: A vast wealth in gold
3 Merchant fleets operating trade routes in the Gulf, North and East Caribbean Sea.
Armada Fleet




The Pirates
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(dont include your haven location when you sign up as a pirate; email it to me with your first orders)




Francis Drake, Lord-Admiral
Nationality: English
Haven: The Turk Islands, North Caribbean
Bio: Vain, ruthless and corrupt. The leader of England's forces in the New World does not hesitate to shed blood for his own personal glory.
Rivals: France, Holland, Spain

Notoriety: Pirate Lord
3 Combat Fleets Patroling in North, East and West Caribbean Sea
Armada Fleet




Cornelius Jacobsen May, Director-General of Holland
Nationality: Dutch
Haven: St Martin
Bio: A cruel man who make a fortune selling slaves to the other powers of the New World, then another fortune stealing them back from his customers. Though seen as the weakest superpower in the Caribbean, with May at the helm, the Dutch should not be underestimated.
Rivals: England, Spain, France

Notoriety: Pirate Lord
2 Combat Fleets patrolling in North and East Caribbean Sea
Armada Fleet


 
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Merchant Port
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In order to spend any gold earned on trade expeditions, Merchants must first bring their fleet back to their home port. From here Merchants may hire ships and mercenaries based on their level of wealth, whereas pirates must rely on stealing ships in raids.

The wealth of a merchant is measured by four levels.

A tidy Sum
Player's who have obtained a tidy sum of gold are able to hire an additional convoy, which they may use to establish a trade route with another port. Though the trade route will not yield much profit, it will help to maintain the merchant's current level of gold.

A Small Fortune
Success in earning a small fortune allows the merchant to upgrade his escort convoy into a small fleet as well as establish an additional trade route. However, if a merchant loses his small fortune he must forfeit his fleet and secondary trade route.

A Wealth of Gold
Earning a wealth of gold allows merchants to assemble a large fleet of mighty warships to spread your might across the New World. You may now build a factory to boost profits from your trade routes and your small fleet is delegated to securing greater protection to your trade vessels. By this time words of your great (or nefarious ;)) deeds will have been spoken in the halls of the rulers of the various superpowers

A Vast Wealth of Gold
Your fortunes have exceeded your wildest expectations and you now rival the most powerful Kingdoms in the New World. You may now build an armada of warships to defend your vast merchant empire, as well as claim another port as your own, and build an additional factory. Be warned, should you lose your vast wealth you can expect to be unable to maintain your armada or factories.


Beware of Low Morale! Prolonged voyages without making port will result in disease, attack, and mutiny! Players should strive to find a balance to minimize these risks while maximizing profits.



Pirate Haven
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Unlike a bustling merchant port, a pirate haven is quiet and secluded. A perfect place for a pirate and his crew to divide the plunder. Unlike a merchant port, where a pirate sells off illicit goods for gold, when a pirate lands in his haven, his location will be kept secret from his rivals and his treasure buried and notoriety gained. Notoriety of pirates are measured in four different levels.

Seafarer
Relatively little is known about the pirate, however there are some who fear his name, and others who flock to his call. Seafarer's have an additional ship and can set up patrols to prey on merchant vessels.

Swashbuckler
Tales of your prowess at ship and sword have spread throughout the New World. Swashbuckler's may now sail within a small fleet as well as set up an additional patrol.

Pirate Captain
All know you, and all fear you, even the superpowers. Sailors rush to bask in your reflective glory and you may now command a large fleet. You may now set up an additional patrol.

Pirate Lord
Your flag is the most dreaded sight in the seas of the New World. Even the King of Spain would think twice before crossing a pirate lord. You may now command an Armada. An army of sailors will now fight and die for you and your haven has been converted into a bustling port to accommodate your vast army. You may now select a new Haven.

Beware of Morale! Prolonged voyages will result in mutiny, attack and disease. Try and find a balance with haven visits and pillaging to maximize your notoriety.
 
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Players may now sign up :)

Please include your role; Pirate or Merchant
followed by your character's name
and nationality
as well as his/her home port (If you are a pirate email me your haven location) with your first set of orders
and a bio

For example:
BlackBishop said:
250px-Pojypojy_Euron.jpg

Pirate
One Eye Riley
English
Haven: ? (will pm gulf of mexico, north, east, or west caribbean sea)
Bio: Formerly a merchant, One Eye Riley has rejected his families role as hemp traders and outfit his trade galleons with cannons and now stalks the seas

Merchants begin the game with a single escort; consisting of a trade ship and warship and no wealth

Pirates begin the game with a single escort ship and no wealth.
 
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Pirate
Sean Day
Irish/Indian
Haven: secret!
Bio: Sean Day's father (also named Sean) was caught up in the Second Desmond Rebellion in Ireland. After its bloody suppression by the English, he was transported to the colonies as a slave*. Escaping his masters plantation in Barbados, he joined with a buccaneer crew. In his career as a smuggler, pirate and (occasionally) legitimate trader, the elder Sean Day served under dozens of captains, but never had a ship of his own. After loosing a foot in a skirmish with the Spanish, Sean Day retired on his modest savings, living with an isolated band of coastal Indians. I'm not saying which kind of Indians, since that might lead you to his haven! :p Though he no doubt sired bastards throughout the Carribean, he actually raised only one child, little Sean, by the second of his Indian wives, who goes by the Christian name Patricia.

As he came of age, Little Sean followed in his family tradition, serving on several vessels of dubious legality. In his most recent cruise, he was part of the prize crew for a modest sloop, the Mac Lir. Returning to their home port to share out the loot, the crew of the Mac Lir elected Day to be their new captain. Calling on his home village in hopes of gaining recruits, he found it mostly depopulated by a yellow fever epidemic that claimed his family.

* This is a bit of a stretch, as the large-scale sale of Irish rebels in the Carribean is really a phenomenon from the Cromwell-era, but I used a different rebellion to get to the era of the start date
 
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Role: Since everyone is going to want to be a pirate, I will be a merchant to keep the game alive and to make sweet gold! Merchant
Name: Jacobus Berendzen
Nationality: Dutch, to spice things up
Home Port: Havana
Bio: Jacobus is a son of a long standing and wealthy Dutch trading family, however he is not of noble birth. He has come here to open up his family's business in the New World while his father focuses on Europe and his siblings focus on other areas outside Europe. The oldest and arguably the smartest, Jacobus is a bit cocky but gets serious when he needs to and his a patron of the arts when he has extraordinary amounts of money. Unfortunately, he has only been able to arrive with a small amount of resources, including his flagship, The Welvarend. He has opened talks with the Spanish, and they have agreed to allow him to use Havana as long as he pays the normal taxes all the Spanish merchants due. This required the calling in of several favors back in Europe.
Image: portrait_young_nobleman_aii794_hi.jpg

Actions: Before I do my actions, how much money and how many ships do I have?
 
Actions: Before I do my actions, how much money and how many ships do I have?

((Merchants begin the game with no wealth and one escort fleet; that's one trader vessel with one escort warship. Do not worry, it doesn't take long to build up a wealth of gold (nor lose a wealth of gold, for that matter ;)))


((you may want to hold off on any actions until I start the game anyway, but don't let that stop you from making any IC's. The more IC's I see, the happier I am :)))
 
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Jacobus stepped onto his flagship, The Welvarend, and saw the numerous sailors moving about conducting the standard procedures before shipping out of port. Near the docked flagship, was The Schild, a combat escort ship dedicated to defending The Welvarend. Hired from the Netherlands for the original trip over here, they would certainly be needed in case any pirates were to attack them, and given recent times, they seemed like an extremely likely event in the Caribbean Sea.

Jacobus planned to trade and sell multiple canes of sugar which had been stocked in the storage area of the ship. A relatively new product, once this was shipped off it could make a fortune for just a small amount.

Jacobus walked over to his First Mate and asked

"When do you believe the preparations will be complete?"

"In a little bit, sir. Then we can head out."

"Thanks for the information, did you stock the ship with food and water yet? I've heard of a deadly infliction that goes by the name of scurvy. Sailors I've met say it's the black plague of the sea."

"Aye, sir. We're all too familiar with that particular brand of death. Kills ya if you don't eat enough fruit. Don't worry, we've stocked plenty of fruit and rum so we can survive."

"Good to know, don't what my first escapade to end with death by scurvy or starvation. Anyway, please send someone to inform me when the ship is ready to leave port."

"Will do, sir."

And with that, Jacobus returned to his office in Havana.


(Also, are our merchants captains of the flagship or do they just own it?)
 
(Also, are our merchants captains of the flagship or do they just own it?)

((It's up to you. Having your character commanding your fleet will render a bonus to trade and combat, however it is safer to leave your character at port where he will provide a bonus to factories once you are able to buy one. Pirates, however, must always be in command of their fleet.))
 
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Merchant
Name: Bernard Houstice
Nationality: German
Home Port: Jamaica
Biography: Born in Berlin to wealthy parents who had their own estate he was rushed into a military education and was sent into the army as an officer. Most of his fellow officers enjoyed his company because he was soft spoken and always available to talk to about anything. After serving in the army for a while Bernard decided to leave the army and move to Hamburg to engage in Northern trade. Most of his ventures were successful and brought back iron to Hamburg to sell to the merchants there. Bernard was living lavishly until one day everything changed... One of his fellow officers Fredrick von Lieb had quite a disdain for Bernard and claimed that he deserted the army while on maneuvers and had paid quite a large sum as a bribe to get most of the Officers reviewing the case to support him. He was branded a deserter and had two options, ten years of service in the Prussian army or a large sum of money to evade that service. Bernard opted for the latter and was left mostly broke and looked down upon. Bernard still had his small trading fleet with him though and with that he decided to sail to the New World to trade Sugar and Tobacco for large amounts of profit and so he decided on using Jamaica as his base. His flagship was named the Herrlichkeit and his merchant vessel the Einwandfrei with these two ships Bernard was going to establish a trading empire once again.
 
Role: Merchant
Name: Matthew Wolfe
Nationality: English
Home Port: Barbados
Bio: The first-born of a wealthy family of traders, as well as a lover of adventure, Matthew embarked to the Americas for the possibility of even larger profits to be had by trading in the valuable commodities of sugar and tobacco which flourished in the Americas. Matthew's flagship, Wolfe's Glory, was Matthew's pride and joy, and he will do anything for profit, again profit, and the protection of his ship(s).

With the Wolfe's Glory, and a escort, The Unflinchable, Matthew hopes to sow the beginnings of a great trade empire.

Actions: Posted for when we start ;)

((Also could you consider making a IRC channel?, IC comin' soon.))
 
tavern2.jpg

January, 1604...
It is said within taverns of every port town that the Governor-General of New France, Pierre Du Monts will be hosting a Royal Ball within his Estate at New Orleans, despite the heavy rains in the Gulf. Merchants could earn a Tidy Sum by trading luxuries at New Orleans. It is also whispered that Du Monts invited the Viceroy of Spain and his fetching daughter. A Tidy Sum could be earned in escorting Anabella de Mandoza from Port Royale to New Orleans.

The harbour is abuzz with rumours that Francis Drake, Lord-Admiral of New England, is fighting a slave revolt in the Turk Isles and seeking aid. A man might be thought of as a seafarer if he intercepted Native war canoes as Drake puts down the revolt.

The Director-General of New Holland is said to be out at sea.


((As you can see, I have posted news happening throughout the New World. Players can use the news to influence their next course of action if they wish. Merchants may trade with any port or settlement, make sure to state the allegiance of the customer. ie. (Name of your character) trading with dutch settlement in Eastern Caribbean. Keep your AR limited to the general region of the map, you may put specifics in your IC. Merchants may also initiate a pirate hunt in a region where they believe a pirate may be hiding. I advise merchants focus on trade for the first round. They could also perform trade missions for any harbour-master of a port, settlement, mission or tribe.
Pirates may loot a convoy in their area, pillage a settlement or perform a mission from a harbour-master of a port town, Jesuit Mission, or Tribe (type in bold the nationality of your targets). Pirates may perform escort missions, but keep in mind that they must reach their Haven before they may turn wealth into notoriety. If any players see any opportunities to gain wealth or notoriety, by all means, seize upon them.

So let the game begin! Merchants post your actions and pirates begin your plan of action. Merchants, try to have your actions by Sunday, Pirates may have until Monday, Plenty of time for new players to sign up and make the deadline ))
 
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The First Mate of Jacobus's Welvarend entered his office.

"Sir, we're ready to set sail now."

"And just in time as well! I have just recently received a letter of notification informing me that Pierre Du Monts, that Governor-General of New France, is having a Royal Ball in New Orleans. Our sugarcane would certainly be welcome to flavor the food that will be served their, we shall set sail immediately.

"Yes, sir"

After that exchange, Jacobus and the crew of The Welvarend and The Schilde finally assembled and made the last checks necessary before departure. Everything checked, and Jacobus boarded The Schilde for personal protection, as the trading would not be done aboard the ship. After he boarded, both ships set sail out of Havana towards New Orleans in New France. Word had reached Jacobus that slave revolts were plaguing the Francis Drake, the dread pirate of the seas, He hoped the slaves would succeed if only to kill Drake.


Jacobus Berendzen leaves port, trades in New Orleans, New France, Gulf of Mexico. French settlement.
 
As Matthew Wolfe was drinking in tavern in Barbados, he saw something nailed to the wall...

THE GOVERNER-GENERAL OF NEW FRANCE TO HOLD ROYAL BALL IN NEW ORLEANS
VICEROY OF SPAIN AND DAUGHTER Anabella de Mandoza INVITED


Matthew worked it through his mind..... "Sugar and Tobacco would fetch a nice price..." Matthew instantly paid for his drinks and rushed to the Wolfe's Glory and announced

"WE'RE HEADING TO NEW ORLEANS TO TRADE SOME SUGAR AND TOBACCO"

"Aye Cap'n! I'll send a few sailors off to the market to purchase a cargo of sugar and tobacco and prep the ship" yelled back his trusty first mate, James Ingetsby

"You do that James... I'll be heading over to The Unflinchable to tell em' about this"

In a neighboring berth, Matthew met with the captain of The Unflinchable, David Prescott, a good friend of Matthew, to tell him to get ready to set sail to New Orleans once Wolfe's Glory was ready to set sail.

"Uhh, Matt, I heard that Francis Drake is dealing with a slave revolt, wanna go help him out?"

"I myself think that we should earn some money trading before engaging in some fighting of sorts"

"Well, to be frank I agree with you too Matt, you go back to the Wolfe's Glory, I'll prepare The Unflinchable and send someone over to tell ya when we're ready"

"Aight David, take as much time as you need, we need everybody ready for this"

Matthew Wolfe leaves port to trade in New Orleans, New France, Gulf of Mexico. French Settlement.
 
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Pirate
Ragnar Erickson
Norse
Ragnar was born the second son of respectable Norwegian merchants, but in his heart he was a thousand years late to the earth. He yearned for the days of Beowulf and Siegfried, when Norsemen were the terror of the seas and fat merchant ports trembled at the rumor of longships. When he came of age he spent his inheritance on a fast well armed ship and sailed for the Caribbean with a crew of like minded anachronisms. Said to be a fierce warrior who wears a chain-mail shirt in boarding actions and eschews the pirates usual cutlass in favor of a morning-star(stick-->chain-->spiked iron ball), he also has a strong sense of honor and always deals fairly with his prisoners.
 
CoatOfArms.gif


His Excellency, the honorable Pierre du Monts, Governor-General of New France, will be holding a Royal Ball within his majestic estate Belle Chasse, New Orleans. Three days and three nights of the finest food and luxuries the New World has to offer will be generously offered by Du Monts.

Juan de Mandoza, Viceroy of New Spain, and his beautiful daughter, Annebelle de Mandoza are cordially invited to attend.

Francis Drake, Lord-Admiral of New England is invited to attend.

Cornelius May, Director-General of New Holland is invited to attend.

May the hardships and tensions of all men of influence be forgotten for a brief time of festivities.

~ Jaque de Piton, High Steward to his Excellency, Pierre de Monts, Governor-General of New France

Pierre du Monts holds a ball in Gulf of Mexico


200px-Coat_of_Arms_of_the_Earl_of_Breadalbane_(1868).svg.png


Though the Right Honorable Director-General will no doubt be pleased at receiving an invitation to such as prestigious event, he will unfortunately not be able to attend as his Excellency is out at sea.

~ Colonel Adrian Alida, First Officer to his Excellency, Cornelius of May, Director-General of New Holland





270px-Full_Ornamented_Coat_of_Arms_of_Philip_II_of_Spain_(1580-1598).svg.png


A most gracious invitation. Please inform your master, His Excellency, Pierre du Monts, that I, Juan de Mandoza, shall be attending his Royal Ball forthwith, along with my lovely daughter.

Warm Regards,
~ Juan de Mandoza, Viceroy of New Spain

Juan de Mandoza makes port in New Orleans

Annebell de Mandoza raises small fleet in Port Royale, Eastern Caribbean, awaits escort
 
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