The high seas

Fly the black flag. Or hang for it.

A privateer's deck under your boots and hostile water on every side. The crown wants you dead. The crew wants their share.

Take the piracy tour — see what your story feels like

The navy frigate crests the horizon at dawn. Your powder is wet.

The crew is arguing over the captain's share and they've stopped whispering.

A merchantman strikes her colors — and you recognize the captain from your old life.

The library

Piracy stories, ready to play.

Questions, answered.

Can I actually run a pirate crew?+

Yes — supplies, morale, loot splits, and who gets thrown overboard when things go sideways. The crew has opinions.

Historical or fantastical?+

Both flavors. Real Golden Age of Piracy figures, and looser 'what if' voyages you can spin up yourself.

Do I command the ship in a fight?+

Yes. Wind, range, powder, boarders. You call the shots — the quartermaster and gunner will tell you if they're bad ones.

Can I take the pardon and go straight?+

You can try. The crown's memory is long and your old crew's memory is longer. Retirement is its own campaign.

Which seas can I sail?+

The Caribbean, the Barbary Coast, the Indian Ocean, the South China Sea. Each has its own navies, weather, and prey.

Can I play a woman pirate?+

Anne Bonny, Mary Read, Ching Shih — historical and invented. The crew will notice; whether it becomes a problem is up to how you handle it.

The scene is set. You're already in it.