-Nate
Janissaries, Corsairs
and Renegadoes
Technically
speaking, the Barbary Coast is made up of three main cities—Tunis,
Tripoli and Algiers. Each of these cities, by the Golden Age of
Piracy, is governed by a local ruler who owes fealty to the Ottoman
sultan in Istanbul. (Morocco has its own emperor, who does not answer
to the Ottoman court.) Ostensibly the local Ottoman soldiers, known
as Janissaries, answers to these rulers, but in truth it is the
soldiers who appoint the rulers. Indeed, it has happened on more than
a few occasions that the Janissaries, growing dissatisfied with a
ruler, have him assassinated and thus appoint a replacement.
While the
Janissaries serve aboard the Barbary galleys, they do not crew them.
That is the job of the corsairs, led by a captain who has the title
of Ra'is. Depending on the type of vessel, it might also hold a large
number of slaves. This was one of the most severe punishments that a
slave could face, being consigned to row one such vessel. Such slaves
were generally kept chained in their seats, living in their own filth
while performing grueling labor day in and day out. As the corsairs
became more adept at crewing square-rigged European sailing ships,
however, the use of slaves for rowing became less frequent. Still,
the advantages of being able to move no matter what the wind has kept
this kind of ship in use well after Europeans have stopped using
them.
Amongst
the corsairs there is also a rare breed of particular infamy, the
Renegadoes. These are European sailors who have “turned Turk,” as
the expression goes, adopting Islam and entering the service of one
Barbary ruler or another. These turncoats are especially indemnified,
both for having renounced Christianity and for providing the corsairs
with the secrets of European seafaring techniques.
Typical Corsair
Sea Dog 1; CR 1; Size medium; HD
1d10+2; hp 12; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2
(1d6+1, cutlass) or +3 (2d6, long musket); SQ Enlightened, Close
Quarters +1,Dodge; AL N; SV: Fort +4, Ref +4, Will +1; Str 13, Dex
15, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Climb +5, Listen +3,
Profession (sailor) +6, Spot +3, Survival +6, Use Rope +6.
Feats: Point Blank Shot, Precise Shot.
Fortunes: Enlightened, Code of Honor
(Islam).
Equipment: Clothing, cutlass, knife,
long musket, powder and shot.
These sailors are
either native to the Ottoman Empire, or are sailors from other
countries who have adopted Islam as their creed. Either way, they are
more disciplined than most of the pirates who operate out of the
Caribbean. Ostensibly they eschew alcohol and womanizing, although
some crews are definitely more disciplined than others. Typical
clothing for these sailors includes a loose shirt and breeches with a
turban; a sash around the waist holds various pouches and weapons.
Sea Dog 4/ Sea Officer 3; CR 7; Size
medium; HD 7d10+7; hp 50; Init +3 (+3 Dex); Spd 30 ft.; AC 11 (+1
dueling jacket); Atk +4 (1d6, cutlass) or +4 (2d6, long musket); SQ
Enlightened, Close Quarters +1, Dodge, 1st Favored Ship
(Galley), Mobility, Skill Expert +2, Command (morale bonus); AL N;
SV: Fort +4, Ref +4, Will +3; Str 10, Dex 10, Con 12, Int 12, Wis 14,
Cha 17.
Background: Sea Devil.
Skills: Climb +7, Diplomacy +13,
Knowledge (navigation) +9, Listen +9, Profession (sailor) +9, Spot
+9, Survival +6, Use Rope +7.
Feats: Far Shot, Point Blank Shot,
Precise Shot.
Fortunes: Enlightened, Code of Honor
(Islam).
Equipment: Clothing, dueling jacket,
cutlass, knife, long musket, powder and shot.
The corsair
captain dresses much like his crew members, if perhaps a little
better. He might supplement with an elaborate cloak and perhaps, as a
reward for great service, an ostrich feather in his turban.
One element that
separates the ra'is from other corsairs is his connection to the
powers that be in the Mediterranean. They answer to the ruler of the
city from which they operate, and even act as advisors to him. In
this way some of them develop a sense of even grander possibilities,
as evidenced by those who went on to rule their own cities.
Fighter 1; CR 1; Size medium; HD
1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff
coat); Atk +4 (1d6+2, scimitar) or +2 (2d6, short musket); SQ none;
AL LN; SV: Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 8,
Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +6, Craft (various) +3,
Diplomacy +5, Jump +6.
Feats: Power Attack, Weapon Focus
(scimitar).
Fortunes: Code of Honor (adherence to
Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short
musket, powder and shot.
The janissaries
form a brotherhood of soldiers who eat, sleep, fight and die
together. They are the ultimate elite, highly trained and unfailingly
loyal to each other and the Ottoman ruler. The order's uniform
consists of a tall, round hat, loose trousers and shirt with a vest,
and a sash around the waist for holding equipment.
Fighter 5; CR 5; Size medium; HD
5d10+10; hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff
coat); Atk +9 (1d6+5, scimitar) or +6 (2d6, short musket); SQ none;
AL LN; SV: Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 8,
Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +11, Craft (various) +7,
Diplomacy +5, Jump +11.
Feats: Cleave, Great Cleave, Power
Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Fortunes: Code of Honor (adherence to
Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short
musket, powder and shot.
Fighter 9; CR 9; Size medium; HD
9d10+18; hp 72; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff
coat); Atk +13/+8 (1d6+5, scimitar) or +11/+7 (2d6, short musket); SQ
none; AL LN; SV: Fort +8, Ref +5, Will +3; Str 16, Dex 14, Con 14,
Int 8, Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +15, Craft (various)
+11, Diplomacy +5, Jump +15.
Feats: Cleave, Great Cleave, Far Shot,
Firearms Drill, Point Blank Shot, Power Attack, Precise Shot, Weapon
Focus (scimitar), Weapon Specialization (scimitar).
Fortunes: Code of Honor (adherence to
Islam and loyalty to the Ottoman sultan).
Equipment: Buff
coat, scimitar, short musket, powder and shot.
You are one of the
elite, trained since birth to serve the Pasha. Because of this you
are schooled in military techniques, but also in less violent fields
of endeavor.
Free Skill
Ranks: Choose 2 ranks in two of the following skills: Craft,
Diplomacy, Knowledge, Perform.
Bonuses and
Penalties: Because of the respect that they hold for you, you
receive a +2 bonus to Charisma-related skill checks made involving
citizens of the Ottoman Empire. Because of the conflict between it
and Christian countries, however, you suffer a -2 penalty to such
checks made with citizens of European countries.
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