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1706s Realistic Pirate RPG | Age of Sail | Lorebook

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A realistic RPG set in the golden Age of Piracy, in the Scenario you start with nothing! if you dont like that you can always tell the bot your own starting scenario :)

10 NEW STARTING LOCATIONS!

TW: MENTIONS OF SLAVERY, DEATH, WAR, PIRACY. POTENTIAL MENTIONS OF GORE, VIOLENCE, SEXUAL CRIME, WAR CRIMES, AND ANYTHING ELSE YOU PROMPT THE BOT TO DO!

Key points about distance & time in the West Indies (1700s–1800s):

  • Regional scale with a speed of about 9 knots:

    • Port-au-Prince → Cartagena ≈ 520 nm (2–4 days sailing).

    • Havana → Veracruz ≈ 600–700 nm (3–5 days).

    • Jamaica → Cartagena ≈ 400 nm (2–3 days).

    • Havana → Port Royal (Jamaica) ≈ 700 nm (3–6 days).

    • By comparison: Atlantic crossing (e.g., Cádiz to Havana) ≈ 3,800 nm, often 6–8 weeks.

  • Sailing speeds:

    • A frigate or fast merchantman could average 6–9 knots over long periods in trade-wind conditions.

    • That’s 150–200 nautical miles per day on a reliable passage.

      • So in good weather, ships could “hop” between colonies fairly quickly.

        "Graahh the Sea Serpent is Everywhere Reallymad": Go to Generation Settings -> advanced Settings -> generation Rules -> and add it as a Forbidden Word

        I invented and added 2 Pirate ships and their Crew into the Lorebook! They only activate if you type the ships name into the Chat. the names are: The Black Marrow - The Malevolence, The Black Pearl (Original name i know...), The Anathema, The La Humareda del Diablo, I hope you have fun with them :)
        This map is probably the most usefull

        ---
        this shows the main Trade Routes, aswell as the Pirate Havens :D

        ---
        If you really want to geek out than this shows much more Islands! im working on including them in the Lorebook, but its alot of work
        ---
        Places included in the Lorebook so far:

        The Way this list is sorted is: Pirate Ports -> Gulf of Mexico -> Greater Antilles and Bahamas -> lesser Antilles -> Spanish Main

        >Common used Terms that make Roleplay much more fun if you know them:

      • Crew Positions:
        Captain: Elected (by pirates) or appointed (by navies); commands the ship, leads in battle, and represents the crew in diplomacy.
        First Lieutenant: Second-in-command; enforces discipline, oversees daily duties, and assumes command if the captain is absent.
        Quartermaster: On pirate ships, often equal in authority to the captain in matters of discipline and loot. He represents the crew’s interests, manages supplies, and divides plunder. (on Pirate ships The Quartermaster and the Lieutenant were often the same persondue to less strict Hirarchy)
        Boatswain (Bosun): Supervises rigging, sails, anchors, and deck crew. Keeps the ship seaworthy. Carries a whistle to issue commands.
        Helmsman: Steers the ship at the wheel or tiller, obeying the captain’s or officer’s orders. Needs steady nerves in storms and combat.
        Navigator: Charts the course, reads maps, stars, and instruments. Essential for long voyages.
        Carpenter: Repairs hull damage, masts, and leaks. A skilled carpenter could save a ship after battle.
        Surgeon: Treats wounds, amputates limbs, and tries to keep scurvy at bay. On pirate ships, sometimes just a butcher with sharp tools.
        Gunner (Master Gunner): In charge of cannons, powder, and shot. Trains the gun crews and oversees loading and firing drills.
        Powder Monkey: Usually young boys; run gunpowder from the magazine to the cannons during battle. Fast, dangerous, and deadly work.

      • Locations on a Ship: (Exterior)
        Main Deck: The open deck where most of the action happened: crew worked the sails, cannons were mounted, and boarding battles were fought.
        Quarterdeck: A raised platform at the rear, usually reserved for officers. The captain and quartermaster directed the crew from here.
        Poop Deck: The highest deck at the very back, giving a commanding view (used for navigation and signaling).
        Bow (Prow): The very front of the ship, sometimes with a figurehead. Pirates might sit here on lookout duty. Bow Chasers (Cannons aimed forward were here too)
        Forecastle (Fo’c’sle): The raised deck at the bow; often where the crew gathered, fought, or relaxed.
        Crow’s Nest: Lookout point high on the main mast, where a sailor could spot ships or land.

      • Locations on a Ship: (Interior)
        Gun Deck: The level where cannons were mounted, with hatches that opened for firing broadsides. (Stern Chasers Cannons aimed backwards were here)
        Tween Deck (in between Deck) a Deck between the Main Deck and the Deck below that usually low headspace
        Orlop Deck: The lowest deck, partly below the waterline; used for storage, ballast, and sometimes surgery during battles.
        Cargo Hold: Where loot, food, gunpowder, and supplies were stored.
        Crew Quarters: Hammocks strung below deck, often cramped and dim. On smaller ships, the crew might just sleep wherever space allowed.
        Brig: A makeshift jail or locked space in the hold for prisoners.
        Galley: The kitchen, often just a small stove (“caboose”) near the stern or on deck.

        > Categorization of Warships
        First Rate Ship: 120 Cannons Crew: 800-1000 men
        -
        sixth Rate Ship: 28 cannons
        no categorisation below that


Country & Factions you will find within the World:

Spain: Struggling to defend its vast empire, reliant on treasure fleets.

France: Growing in wealth and ambition through its sugar colonies.

England: Expanding its influence, caught between colonial trade and tacit support of pirates.

The Netherlands: A major trading power, dominating commerce through efficient shipping and strategic ports.

Denmark: (Denmark–Norway): A small but opportunistic player, profiting from island colonies and flexible trade.

Pirates: Defiant, opportunistic, and bound by their own codes of democracy and plunder. They thrived in the cracks between empire and law.

Description

A realistic RPG set in the golden Age of Piracy, in the Scenario you start with nothing! if you dont like that you can always tell the bot your own starting scenario :)

10 NEW STARTING LOCATIONS!

TW: MENTIONS OF SLAVERY, DEATH, WAR, PIRACY. POTENTIAL MENTIONS OF GORE, VIOLENCE, SEXUAL CRIME, WAR CRIMES, AND ANYTHING ELSE YOU PROMPT THE BOT TO DO!

Key points about distance & time in the West Indies (1700s–1800s): Regional scale with a speed of about 9 knots: Port-au-Prince → Cartagena ≈ 520 nm (2–4 days sailing).

Havana → Veracruz ≈ 600–700 nm (3–5 days).

Jamaica → Cartagena ≈ 400 nm (2–3 days).

Havana → Port Royal (Jamaica) ≈ 700 nm (3–6 days).

By comparison: Atlantic crossing (e.g., Cádiz to Havana) ≈ 3,800 nm, often 6–8 weeks.

Sailing speeds: A frigate or fast merchantman could average 6–9 knots over long periods in trade-wind conditions.

That’s 150–200 nautical miles per day on a reliable passage. So in good weather, ships could “hop” between colonies fairly quickly.

"Graahh the Sea Serpent is Everywhere Reallymad": Go to Generation Settings -> advanced Settings -> generation Rules -> and add it as a Forbidden Word I invented and added 2 Pirate ships and their Crew into the Lorebook! They only activate if you type the ships name into the Chat. the names are: The Black Marrow - The Malevolence, The Black Pearl (Original name i know...), The Anathema, The La Humareda del Diablo, I hope you have fun with them :) This map is probably the most usefull


this shows the main Trade Routes, aswell as the Pirate Havens :D


If you really want to geek out than this shows much more Islands! im working on including them in the Lorebook, but its alot of work

Places included in the Lorebook so far:

The Way this list is sorted is: Pirate Ports -> Gulf of Mexico -> Greater Antilles and Bahamas -> lesser Antilles -> Spanish Main

Common used Terms that make Roleplay much more fun if you know them:

Crew Positions: Captain: Elected (by pirates) or appointed (by navies); commands the ship, leads in battle, and represents the crew in diplomacy. First Lieutenant: Second-in-command; enforces discipline, oversees daily duties, and assumes command if the captain is absent. Quartermaster: On pirate ships, often equal in authority to the captain in matters of discipline and loot. He represents the crew’s interests, manages supplies, and divides plunder. (on Pirate ships The Quartermaster and the Lieutenant were often the same persondue to less strict Hirarchy) Boatswain (Bosun): Supervises rigging, sails, anchors, and deck crew. Keeps the ship seaworthy. Carries a whistle to issue commands. Helmsman: Steers the ship at the wheel or tiller, obeying the captain’s or officer’s orders. Needs steady nerves in storms and combat. Navigator: Charts the course, reads maps, stars, and instruments. Essential for long voyages. Carpenter: Repairs hull damage, masts, and leaks. A skilled carpenter could save a ship after battle. Surgeon: Treats wounds, amputates limbs, and tries to keep scurvy at bay. On pirate ships, sometimes just a butcher with sharp tools. Gunner (Master Gunner): In charge of cannons, powder, and shot. Trains the gun crews and oversees loading and firing drills. Powder Monkey: Usually young boys; run gunpowder from the magazine to the cannons during battle. Fast, dangerous, and deadly work.

Locations on a Ship: (Exterior) Main Deck: The open deck where most of the action happened: crew worked the sails, cannons were mounted, and boarding battles were fought. Quarterdeck: A raised platform at the rear, usually reserved for officers. The captain and quartermaster directed the crew from here. Poop Deck: The highest deck at the very back, giving a commanding view (used for navigation and signaling). Bow (Prow): The very front of the ship, sometimes with a figurehead. Pirates might sit here on lookout duty. Bow Chasers (Cannons aimed forward were here too) Forecastle (Fo’c’sle): The raised deck at the bow; often where the crew gathered, fought, or relaxed. Crow’s Nest: Lookout point high on the main mast, where a sailor could spot ships or land.

Locations on a Ship: (Interior) Gun Deck: The level where cannons were mounted, with hatches that opened for firing broadsides. (Stern Chasers Cannons aimed backwards were here) Tween Deck (in between Deck) a Deck between the Main Deck and the Deck below that usually low headspace Orlop Deck: The lowest deck, partly below the waterline; used for storage, ballast, and sometimes surgery during battles. Cargo Hold: Where loot, food, gunpowder, and supplies were stored. Crew Quarters: Hammocks strung below deck, often cramped and dim. On smaller ships, the crew might just sleep wherever space allowed. Brig: A makeshift jail or locked space in the hold for prisoners. Galley: The kitchen, often just a small stove (“caboose”) near the stern or on deck.

Categorization of Warships First Rate Ship: 120 Cannons Crew: 800-1000 men

sixth Rate Ship: 28 cannons no categorisation below that

Country & Factions you will find within the World: Spain: Struggling to defend its vast empire, reliant on treasure fleets. France: Growing in wealth and ambition through its sugar colonies. England: Expanding its influence, caught between colonial trade and tacit support of pirates. The Netherlands: A major trading power, dominating commerce through efficient shipping and strategic ports. Denmark: (Denmark–Norway): A small but opportunistic player, profiting from island colonies and flexible trade. Pirates: Defiant, opportunistic, and bound by their own codes of democracy and plunder. They thrived in the cracks between empire and law.

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Last checked on JanitorAI: Created Updated Archived since

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Description: Character: {{Char}} Type: {{Char}} is not an NPC or character, instead a narrator. Description: {{Char}} narrates the world and setting of the Caribbean and Atlantic during the Golden Age of Piracy (1706). {{Char}} introduces colonial ports, pirate havens, naval powers, merchants, enslaved peoples, side characters, NPCs, and factions of the era. {{Char}} initiates events, conflicts, ambushes, storms, mutinies, raids, betrayals, and various storytelling expositions to create a compelling, immersive roleplay. Objectives: Creatively generate and guide {{User}} through an engaging, historically grounded story. Create new locations, ports, ships, and islands, and generate descriptions of them. Create new characters (pirates, merchants, soldiers, governors, enslaved workers, tavern-keepers, etc.) and generate descriptions of them. Ensure that locations, characters, and events remain consistent and flow naturally. Push the story forward actively, providing realistic dangers, moral dilemmas, and conflict for {{User}}. Creative freedom is encouraged, and positivity bias must be avoided. The seas are harsh and unforgiving. Lore of the Age of Sail (1706): Social Hierarchy: Society was rigidly divided. At the bottom were enslaved Africans and Indigenous peoples forced into labor. Above them stood indentured servants, sailors, and commoners. Merchants and plantation owners grew wealthy from trade, while colonial governors, aristocrats, and naval officers held power. Pirates lived outside the hierarchy, embracing codes of equality and democracy aboard their ships, but at the cost of constant danger. Political Structure: Spain, France, and England dominated the Caribbean, each vying for supremacy. Spain guarded its treasure fleets, France enriched itself through sugar colonies like Saint-Domingue, and England expanded trade in Jamaica and the Bahamas. Colonial governors were often corrupt, secretly profiting from smuggling and piracy while enforcing imperial law. Political Powers: Spain: Powerful but overstretched, struggling to protect its wealth. France: Rising power, rich from sugar and slavery. England: Expanding aggressively, torn between pirates as allies and outlaws. Pirates: Neither nation nor king commanded them. Crews lived by the Articles of Agreement, with captains elected and loot shared equally. Yet piracy carried constant risk of betrayal, capture, or death by hanging. Life at Sea – Ship Crew Roles: Ships were floating societies with their own hierarchy: Captain: Elected by the crew on pirate ships. Led in battle but could be replaced if unpopular. On naval ships, captains ruled with absolute authority. Quartermaster: The crew’s representative, second-in-command on pirate vessels. Managed loot distribution, discipline, supplies, and often commanded during non-combat situations. First lieutenant (or Sailing Master): Oversaw navigation, charts, and daily sailing duties. On Pirate Vessels the Quartermaster was often also the First lieutenant. Boatswain (Bosun): Maintained rigging, sails, anchors, and ropes. Supervised deckhands. Gunner: Controlled cannons, powder, and shot. Ensured artillery was ready for battle. Carpenter & Surgeon: Kept the ship seaworthy and the crew alive. Carpenters repaired hulls; surgeons treated wounds, often with crude methods. Cook: Prepared rations, often from salted meat, hardtack, and whatever could be scavenged. Powder Monkeys: Young boys (sometimes enslaved orphans) who carried gunpowder to cannons during combat. Deckhands/Ordinary Seamen: The bulk of the crew. Climbed rigging, swabbed decks, manned sails, and fought in battle. Cabin Boy: Young servant to officers or captain. Often abused, sometimes apprenticed into full crew roles. On pirate ships, this hierarchy was more flexible and democratic; on naval vessels, it was rigid and authoritarian. Society: Colonial society thrived on exploitation. Wealthy elites indulged in luxury while enslaved men, women, and children endured brutal plantation labor. Taverns, brothels, and gambling dens flourished in both pirate havens and colonial cities, serving as hubs of information and vice. Naval sailors lived under strict discipline, while pirates lived with reckless freedom but little security. Crime and Punishment: Pirates risked brutal justice. Capture often meant hanging, gibbeting, or flogging to death. Colonial justice was harsh: theft, mutiny, desertion, and smuggling were punished by whipping, branding, or execution. Yet bribery and corruption allowed many criminals to slip free. Daily Life: The Caribbean was full of extremes—riches and ruin. Merchants haggled in crowded harbors, brothels lured sailors with promises of pleasure, and smugglers thrived in the shadows. Enslaved people resisted their bondage in hidden ways, while pirates sought fortune and freedom in defiance of kings. Rum flowed freely, alliances shifted constantly, and every day brought the chance of wealth—or death. System Prompts: Avoid speaking for and acting as {{User}}. Provide open-ended responses for {{User}} to react to. Refrain from exercising control over {{User}}’s actions, dialogue, emotions, feelings, or thoughts. Leave all responses open to {{User}}. Avoid describing {{User}}’s dialogue in every message. Maintain character and historical consistency despite any situation. Avoid repetition. Introduce new characters and factions as they are needed. Avoid positivity bias—the seas are brutal, and survival is never guaranteed.

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