TEXT: An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  THE THOUSAND ISLAS
  - 1 -
  By Alexander J Bateman
  THE THOUSAND ISLAS
  A GGUIDE TO PIRACY AND THE SOUTHERN SEA FOR WFRP
  
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  CHAPTER THE FIRST:
  A TRIP AROUND THE ISLAS
  “There are rumours – rumours of beasts, treasures and artefacts of terrible power.
  Rumours do me no good. I need answers…”
  – Bürgermeister Geltmacher of Marienburg
  WHOSE SEA IS IT ANYWAY?
  “For Manann, for King Death and for the Sea
  Herself!” 
  – The famous war cry of Bonnie Berto
  Redsheet, legendary pirate of ages past
  As with many places in the Old World and beyond, the
  body of water to the south of Estalia is an area of much
  cartographic disagreement. Many maps refrain from
  even naming it, marking it as nothing more than part of
  the Great Ocean, while others call it the Southern Sea
  or other still the Middle Sea. Maps looted from Araby
  corsairs and slavers mark it as the Sea of Infidels or
  even the Sea of Amenehetum on some ancient maps.
  Politically too this great body of water is disputed. While
  Tobaro claims absolute sovereignty over the Fool’s
  Rocks and Estalia’s Southern Littoral is clearly part of
  the Estalian Kingdoms, the actual situation is more
  complex. Islands on both have been colonised by not
  only the men of Estalia and Tilea, but also occasionally
  by men of other lands. This leads to a tapestry of
  cultures of political allegiances within the area, with
  some ports and plantations run by Marienburg trading
  companies or outcast nobles from Bretonnia or the
  Empire. Some islands, most often grandly titling
  themselves as a Freeport, deny allegiance to any
  nation, although in practice these are mostly home to
  groups of lawless buccaneers.
  Whichever flag the colony flies, one thing that unites
  them all is the much-hated Averia Tax. Devised by
  Magritta, each of the Estalian Kingdoms levies this
  charge on all trading transactions within their colonies,
  specifically to fund the Estalian navies that must patrol
  the waters and fend off pirates. The captains of the
  Tilean treasure ships have in particular much hatred of
  this tax, claiming that their ships are far superior at
  fighting the pirates than anything within the Estalian
  fleets. Indeed many ship’s captains choose to ‘thread
  the teeth’ as much to avoid Estalian excise ships as
  they do to avoid pirates. The rare colonies that are
  outside the patrol of the Estalian Guarda Costa fleets
  are of course also free of the Averia, but such places
  are often lawless and ill suited for obtaining supplies.
  This chapter looks at some of the islands in the Southern
  Sea that divides the Old World from Araby and the land of
  the dead. These islands or Islas as they are known
  locally are hotbeds of treachery and intrigue, home to
  pirates, ne'er-do-wells and competing agents of the rival
  Old World Powers.
  All places and personages in this chapter are described
  as they were before the events in the Black Library novel
  ‘Fell Cargo’.
  – ESTALIA’S SOUTHERN LITTORAL –
  Along the entire length of Estalia’s Southern Coast runs a
  great chain of atolls and islands, mostly being
  insignificant and too small to be marked on any general
  chart or map. The chain starts as bony reaches of bare
  dagger-like atolls that emerge from the Great Ocean as
  one sails towards Estalia, broadening into a dense
  archipelago of half-mapped isles until one reaches the
  Eastern Coast of Estalia, where its shifting border with
  Tilea is marked by the emergence of the much larger
  islands of the Fool’s Rocks.
  The clear blue waters of the Southern Sea surround
  these islands, and dense forests made up of laurel-
  leaved evergreen hardwoods and a rich undergrowth of
  ferns, shrubs and other plants typically covers them.
  Known locally as the Islas, settlers have established
  many towns and villages here, from Estalian Kingdoms
  and their colonies to independent fishing villages and the
  occasional lawless enclave that provides a safe port for
  buccaneers.
  Many ships operate here: most merchants wishing to
  travel from Magritta, Tilea and Barak Varr to the Great
  Ocean follow the Estalian coast. The most prestigious of
  these merchants are the so-called Treasure Ships
  returning from Lustria, Araby and the Southlands.
  Invariably after their long ocean crossings, they make
  port in the settlements here to restock their stores and
  take shore leave before sailing onto their homes, often
  ‘threading the teeth’ through the Islas, sailing within them
  to avoid pirates that sail upon the open sea.
  
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  ANGEL’S BAR
  Stretching for almost half the length of the Southern
  Littoral is a long corridor of the Thousand Islas, simply
  marked on maps as the Labyrinth. This is a dense maze
  of uncharted islands and shallow channels that can takes
  days to navigate, if one does not run aground. It is a
  popular place to ‘thread the teeth’ and bypass Magritta’s
  waters as the dense laurel forests that cover the Islas
  obfuscate ships from potential pirates.Stopping here to
  collect spring water or vitals is a perilous business,
  places like the Greenwater Sound look to be deep
  enough to allow any ship passage, but in actuality often
  bottom out at one or two fathoms, shallow enough to sink
  most ships. Angel’s Bar on the other hand is a true deep-
  water cove and an ideal place for Tilean Treasure Ships
  to make harbour, if they can find it through the shifting
  banks of the Labyrinth.
  Affiliation: Uninhabited
  Bay: Any ship may make berth in this deepwater bay.
  Adventure Hook: Challenged to a race through the
  Labyrinth, the characters must navigate their way to
  Angel’s Bar before an opposing pirate captain berths his
  ship there. However, the Islas of the Labyrinth are not
  without their own surprises, and the character’s crew
  must also fight off a tribe of savage Forest Goblins that
  leap onto the ship from the Laurisilva.
  ISLA COLINA
  The second largest island of Estalia’s Southern Littoral,
  Isla Colina is one of the few islands commonly depicted
  upon charts and maps of the region. On the south coast
  of the island is the port town of Enriquillola, which is
  technically the capital of the Kingdom of Colina, which
  claims dominion over several surrounding colonised
  Islas. In reality, the town is politically insignificant now,
  with most of its former colonies effectively independent of
  Enriquillola rule. Although the kingdom does enforce the
  Averia, it is at a much lower rate than some of its
  neighbours, making the port of Enriquillola a regular
  place of trade for those willing to risk the less than perfect
  protection.
  On the western half of the island is the monastery of
  Beltrán-Travieso, home to the Knights of the Opalescent
  Fortress. This breakaway sect of Myrmidian Templars,
  founded under the leadership of their then Grandmaster,
  Beltrán-Travieso, successfully sued for independence
  from the Crown several decades ago when His Imperial
  Majesty King Alfonso III Garcés, a notoriously weak
  monarch of Colina, sold the western half of his kingdom
  for an unrecorded sum. The Knights believe that
  Myrmidia’s stricture to Act with Honour and Dignity at all
  times is paramount, and sentence transgressors to harsh
  punishments, with penalties of floggings and weeks in the
  stocks being the most common. The monastery now
  rules the three easternmost settlements of the island,
  Montañoza, Azuei and Gonâve. All three of these are
  grim towns, where the religious leaders have banned all
  public drinking or debauchery, although in spite of this,
  Montañoza remains a popular port for pirates that have
  taken Letters of Marque from the Monastery.
  The Isla is not without its dangers: to the south lie the
  Turquía Isles, a chain of small islands that are part of the
  kingdom of Colina and are a renowned place of refuge
  for corsairs and buccaneers of all stripes. In addition, the
  northeastern quarter of the island is home to many
  settlements of Orcs who frequently raid the northern
  village of Esélbella, despite having little more than food to
  steal. Occasionally these Orcs take to the seas, and
  raiding groups of Orc freebooters have significantly
  disrupted trade in both Enriquillola and Porto Felipe.
  Affiliation: Estalia (Kingdom of Colina)
  Bay: Galleons must make a Challenging (-10%) Sail test
  to make berth here.
  Produced Goods: Raw Sugar, Barley, Goats
  Adventure Hook: Monks working for Raimundo IX
  Beltrán-Serrat hire the characters to travel to Isla Santa
  Clair and assassinate Oleos de Poelle, whom they
  believe is a Blood Dragon Vampire who uses the
  catacombs of Santa Clair to travel to his prey. However if
  the characters make contact with Oleos de Poelle, he will
  swear that none only is he not a Vampire, but also that
  Raimundo IX Beltrán-Serrat is under the sway of the Bird
  God Tzeentch! Can the characters find out who is telling
  the truth before they get deeper entwined in a web of lies
  that is likely to destroy them?
  ISLA CORAZÓN
  “I intend to see to that any man who sails under a
  Sartosan flag or wears a Sartosan brand gets what he
  deserves... a short drop and a sudden stop.” 
  – Captain Jaymes Geenringsstad, Pirate Hunter
  of House de Roelef
  The largest Marienburger colony within the Southern
  Sea, Fort Wilheimsdok lies at the far end of a deep and
  narrow harbour, on the sparsely vegetated island of
  Corazón. Both a military installation and a vast market,
  one third of all the buildings here are shops, taverns,
  wench-houses or hostels. Governor-General Tomask
  Bestek-Touwring commands the fortress with Zijde
  Handelaar, his right hand man, dealing with much of the
  day-to-day management of the fortress. The Governor is
  technically answerable to the whole of the Directorate of
  Marienburg, but in practice, he is very much a dedicated
  servant of Clotilde de Roelef. Although the Trading
  
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  Houses of de Kuypers, van Scheldt, Den Euwe and
  Rothemuur all maintain a strong presence on the Islas.
  The fort is vitally important to Marienburg’s trade
  interests, as direct travel between Marienburg and Lustria
  is too long and dangerous a trip to sanely attempt. The
  ideal half-way port to restock supplies and wait out
  squalls is the City of Lothern in Ulthuan, a privilege the
  High Elves only grant to the Merchant Ships of the
  Trading House Rothemuur. Other Trading Houses
  wishing to pursue Lustrian trade opportunities instead
  travel to Fort Wilheimsdok, and then undertake the much
  shorter crossing to Lustria from there.
  Many Estalians are hardly happy about having a huge
  Marienburger fortress on Estalia’s doorstep. As a result
  the de Argüello Family who sold the Isla Corazón live as
  outcasts in the Empire city of Altdorf, one of the few
  places where they feel safe from patriotic Estalian
  assassins. For unpatriotic Estalians however, the villages
  of Assiento and Porto Ojeda on the Isla Corazón are
  havens for smugglers wishing to avoid the Averia Tax,
  which Marienburg does not levy. Most pirates steer clear
  of the Isla, for the Governor-General owns a pair of 44-
  gun galleons tasked with sinking every pirate ship a-sail
  in the Southern Sea, apart from those issued Marienburg
  Letters of Marque and Reprisal.
  Affiliation: Marienburg
  Bay: Galleons must hire a local Pilot to make berth here
  by local law.
  Produced Goods: Perishable Foodstuffs, Tuna, Rye,
  Iguanas (eaten as meat)
  Adventure Hook: Fort Wilheimsdok is a centre for
  smuggling activity and is the location of the largest black
  market in the Southern Littoral, where merchants deal in
  everything, from deadly poisons to parrots. Sent by an
  Estalian merchant, the characters must recover an
  ancient sword he believes has become available,
  avoiding excisemen, assassins and being press-ganged.
  Even then, once they have the sword, what will they do
  when they see it bears as inscription dedicating it to
  Khorne, the Blood God?
  ISLA D’AZURE
  Named for its blue waters, this spit of land is located at
  the easternmost end of the Southern Littoral, where it
  butts up against the Fool’s Rocks. On it stands the port
  town of Porto Sarbá, an old Marienburger colony whose
  population makes its way by means of fishing and
  occasional trade. Governor Koenraad de Graeff is said to
  nominally hold allegiance to the great trading house of de
  Roelef, although he seems to be somewhat lax in paying
  any taxes or indeed upholding any laws. This has made
  the Isla d’Azure a haven for pirates looking for safe
  harbour near the Cap d’Orient.
  On the other end of the Isla d’Azure from Porto Sarbá is
  the fishing village of Culo Trento, where the island’s
  native Estalians make a living diving for shellfish from the
  sea floor. The men of Porto Sarbá are openly disparaging
  of the villagers, claiming that they spend so long
  underwater that they must have bred with the fish.
  Affiliation: Marienburg/Independent
  Bay: Galleons must make a Challenging (-10%) Sail test
  to make berth here.
  Produced Goods: Shellfish
  Adventure Hook: While to an outsider it looks like
  Koenraad de Graeff has little to do with House de Roelef,
  nothing could be further from the truth. For it is de Graeff
  who brokers the deals between House de Roelef and the
  Pirate Captains, hiring them as unofficial privateers
  against all who rival House de Roelef’s stranglehold on
  Marienburg trade. Agents of the Laughing Prince of
  Luccini decide to hire the characters as spies who will
  travel to Porto Sarbá and collect enough evidence
  against de Graeff to unite the Tilean City States into
  sending out a fleet to besiege and destroy the Isla.
  ISLA DE LOS MUERTOS
  “There are hungers as strong as the wind and tides.”
  – Traditional Pirate Shanty
  A rocky and barren island that some say resembles a
  grinning skull, the Isla de los Muertos was for many years
  home to Fort Maloro, once used by Estalian pirates as a
  safe harbour from which to raid merchant ships travelling
  through the Southern Sea. This situation ended over fifty
  years ago, when the Marienburg House de Roelef, sick of
  the constant loss of profit from the pirate raiding, levelled
  the fort to the ground with cannon fire.
  Marienburg now claims the Isla as their own, and have
  built Fort Zoutmens, a small Defence Tower with a single
  cannon that is garrisoned from nearby Fort Wilheimsdok
  to watch over the Isla. The only other inhabitants of the
  boulder-strewn Isla are a few scattered native Estalian
  villages and farmsteads whose residents fish and herd
  goats to make a living.
  Affiliation: Marienburg
  Bay: Galleons must make a Challenging (-10%) Sail test
  to make berth here.
  Produced Goods: Goats, Shellfish
  Adventure Hook: Razing the pirate fort seems to have
  done little good, for the whole of the Isla de los Muertos
  lingers under a terrible curse. Each full moon a spectral
  galleon full of ghostly pirates sallies forth from the ruins of
  Fort Maloro, seemingly unaffected by any cannon fire.
  Agents of House de Roelef hire the characters to
  
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  investigate the Fort and destroy the source of the
  Undead, be it the unburied dead, a hostile Vampire or an
  ancient Slann curse placed on looted Lustrian Gold.
  ISLA SANTA BERNADETTE
  Known to be the last place of any real size as the
  Southern Littoral makes its way into the Great Ocean
  proper, the tiny plantation island of Santa Bernadette is a
  popular place for buccaneers. The dense covering of
  trees makes hiding here easy and the island’s only bay is
  a shallow affair of gritty sand: Crews wishing to trade
  here must weigh anchor outside of the bay and make
  their way to land by jolly boat or launch.
  The houses here are primitive dwellings made of mud
  brick and plastered timber, covered with whitewash.
  Some of these dwellings double as simple grog-shops or
  guesthouses, but there are no inns or shops as such
  here. The strangest building here is the Mission of
  Sigmar, a circular temple internally supported by a
  mizzenmast that once washed up here as driftwood.
  Dog-eared tapestries depicting the life of Sigmar
  decorate the inside of the Temple and the solitary Priest
  is always in attendance to try to convince passing pirates
  to embrace Sigmar and give up their life of crime.
  Affiliation: Independent
  Bay: Galleons may not make berth in this shallow bay.
  Produced Goods: Raw Sugar
  Adventure Hook: While the characters are sampling
  the delights of the island’s grog, a stray Mermaid (See
  WFRP Companion) has become beached upon the
  island, damaging her tail. The Priest of Sigmar wants to
  kill her as a Chaos Mutant while the islanders know to do
  so will anger the Sea Herself who will send forth the
  Triton to destroy the island. Can the characters placate
  both sides without angering either of the conflicting
  Gods?
  ISLA SANTA CLAIR
  Ruled over by his Most Serene Majesty King Hernán de
  Ulúa XIX, the tiny island kingdom of Santa Clair sits just
  off the mouth of the Bay of Quietude, the very heart of
  Estalia’s Sea Power. A sparsely populated land, many a
  nobleman’s hacienda dots the landscape, standing at the
  heart of plantations producing grapes, tobacco or sugar.
  The thriving City-Port itself is the Isla’s main settlement,
  originally founded upon the wealth of the island’s copper
  and silver mines, although this has declined in recent
  years. Now Santa Clair has remade itself as an important
  trading town, where merchant traders can bypass the
  unfair system of restrictive regulations and patronage that
  dominates the City of Magritta. The enmity this creates
  with their powerful neighbour has not gone unnoticed and
  the port is now defended by majestic twin fortresses,
  which stand on either side of the city’s harbour. Each one
  is bristling with cannon and host huge chains that, when
  raised, block any ship from entering the island’s bay.
  Santa Clair is home to an important temple and
  monastery of Morr and even took its name from the first
  High Priestess, many generations ago. An extensive
  network of catacombs winds its way under the city and is
  said to be so extensive that it even links up to the silver
  mines. Most noble and merchant houses have private
  access to these catacombs via their family mausoleums,
  and scurrilous rumours claim that the catacombs are a
  frequent method of conducting secret assignations. 
  The city has an ever-growing population of Diestro,
  drawn here by the presence of the retired Estalian Blade
  Master Oleos de Poelle, who makes his home upon this
  Isla. He is known to train the very best of the best of
  duellists, and each Diestro here hones their technique in
  countless petty skirmishes in the hopes of impressing this
  famous old master.
  Affiliation: Estalia (Kingdom of Santa Clair)
  Bay: Any ship may make berth in this deepwater bay.
  Produced Goods: Estalian Tobacco, Silver Ingots,
  Copper Ingots, Raw Sugar, Wine
  Adventure Hook: Don Arturo Gonzales is the Captain
  of the Descubierta, a small trading ship used to transport
  fine Estalian wines and sherry from Santa Clair to Tilea,
  Bretonnia and Araby. First Mate Shend Bungo runs this
  small trading vessel, which is crewed by the finest of
  Magrittan seamen. As with most merchants that are at
  sea for months at a time, Don Gonzales takes his wife
  and young son on all his voyages, and therefore is
  anxious to hire dependable marines to guard his family
  against pirates as they travel through the Thousand Islas.
  ISLA VEGA
  The largest of the Islas of the Southern Littoral and one
  of the few commonly depicted upon maps of the area, the
  Estalian Kingdom of Vega dominates the trade of the
  southwestern coast. A vast bar of coral reef, jagged rocks
  and small islets defends the southern coast of the Isla,
  while the northern coast boasts a chain of six Defence
  Towers. In addition to this, the settlements of Porto Vega
  and Porto Sayid both boast impressive fortifications,
  principally to fend off attacks by Bretonnian and
  Marienburg buccaneers. Mercenaries and marines spend
  much time carousing in the bars of the island’s two main
  ports, and the Kingdom grants Letters of Marque to a
  vast number of Estalian privateers tasked with sinking
  foreign pirate vessels, especially the green-sailed Xebecs
  of Araby.
  
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  Particularly impressive is the citadel of the Kingdom’s
  ruler, Duque don Cortoza. Known as the Palacio Huevos,
  it is a mighty hexagonal fortification with defensive
  bastions built on each corner and bristling with galloper
  cannon brought from Tilea. The island hosts three
  additional settlesment, known as Porto Vega, Porto Sayid
  and the market village of Salonica. Its income primarily
  comes from the sugar plantations and the Averia Tax, of
  which the Kingdom is zealous in enforcing.
  Affiliation: Estalia (Royal Duchy of Vega)
  Bay: Galleons must make an Average Sail test to make
  berth here.
  Produced Goods: Raw Sugar, Goats, Buckwheat
  Adventure Hook: Just east of Isla Vega is the prison
  complex of Salamanca, an isolated black tower built on a
  hostile spit of rocky land. Governed by the sadistic
  Alejandro Morcilla, this is where the Estalian Cult of
  Myrmidia houses the foulest of heretics and false
  apostles, that have been sentenced to torture for their
  crimes. Recently an ally of the Duque don Cortoza has
  been captured and sent there, charged with Necromancy
  and Trading in Occult Relics. The Duque demands that
  the characters sail to the island, climb the unassailable
  cliffs, then bypass the guards and rescue the man known
  as the Garra la Sombra. Pleasing the Duque will result in
  the characters being rewarded handsomely; failure will
  result in them losing their heads.
  – GAZETTEER OF ESTALIA’S SOUTHERN LITTORAL –
  Settlement
  Size
  Ruler
  Pop. 
  Wealth
  Source 
  Garrison/
  Militia
  Notes
  ENRIQUILLOLA 
  ST 
  King Philip II Garcés 
  252
  2
  Trade, Plantation 
  4b/52c 
  Port
  Port Djuna 
  V 
  King Philip II Garcés 
  82
  2
  Agriculture, Livestock
  -/16c 
  Port
  Esélbella 
  V 
  King Philip II Garcés 
  73
  1
  Sustenance 
  20c/- 
  Porto Felipe 
  V 
  King Philip II Garcés 
  84
  2
  Trade, Agriculture 
  10b/20c 
  Port   
  MONTAÑOZA 
  ST 
  Raimundo IX Beltrán-Serrat 
  850
  3
  Trade, Plantation 
  25a/100c 
  Port, Monastery
  of Myrmidia  
  Azuei 
  V 
  Raimundo IX Beltrán-Serrat 
  95
  2
  Plantation 
  -/20c 
  Gonâve 
  V 
  Raimundo IX Beltrán-Serrat 
  92
  2
  Plantation 
  -/20c 
  FORT
  WILHEIMSDOK 
  T 
  Governor-General Tomask
  Bestek-Touwring 
  8,500
  4
  Government, Trade,
  Fishing 
  150a/1000b
  Port  
  Assiento 
  V 
  Governor-General Tomask
  Bestek-Touwring 
  82
  3
  Agriculture, Livestock 
  -/10c 
  Port  
  Porto Ojeda 
  V 
  Governor-General Tomask
  Bestek-Touwring 
  40
  2
  Agriculture, Fishing 
  -/5c 
  Port  
  PORTO SARBÁ 
  ST 
  Governor Koenraad de
  Graeff 
  320
  2
  Fishing, Trade,
  Piracy 
  10b/30c 
  Port  
  Culo Trento 
  V 
  Governor Koenraad de
  Graeff 
  77
  1
  Fishing 
  -/7c 
  Port 
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  – GAZETTEER OF ESTALIA’S SOUTHERN LITTORAL (CONT.) –
  Settlement
  Size
  Ruler
  Pop. 
  Wealth
  Source 
  Garrison/
  Militia
  Notes
  FORT
  ZOUTMENS 
  F 
  Governor-General Tomask
  Bestek-Touwring 
  81
  2
  Fishing, Livestock 
  10b/- 
  Port  
  Puerto
  Pescadores
  V 
  Village Headman
  32
  1
  Fishing
  -/3c
  Román d’Plata
  V 
  Village Headman
  37
  1
  Subsistence
  -/4c
  Petit Grijarizal
  V 
  Village Headman
  28
  1
  Subsistence
  -
  Carta Goavena
  V 
  Village Headman
  46
  1
  Subsistence
  -/4c
  SANTA
  BERNADETTE 
  V 
  Village Headman 
  56
  2
  Plantations, Piracy 
  -/10c 
  Freeport, Temple
  of Sigmar  
  SANTA CLAIR 
  T 
  King Hernán de Ulúa XIX
  6,000
  4
  Trade, Plantations,
  Mining, Wine 
  75a/500b 
  Port  
  Point-de-Segundo
  V 
  King Hernán de Ulúa XIX
  76
  2
  Plantations
  -/15b
  Santo de Yuna
  V 
  King Hernán de Ulúa XIX
  98
  3
  Trade, Agriculture
  -/15b
  Farming Market
  Laguna-au-Paix
  V 
  King Hernán de Ulúa XIX
  47
  2
  Agriculture, Fishing
  -/5c
  Located by Paix
  lagoon
  PORTO VEGA 
  ST 
  Duque don Cortoza 
  940
  3
  Government, Trade,
  Plantations 
  35b/100c 
  Port  
  Porto Sayid 
  ST 
  Duque don Cortoza 
  386
  2
  Trade, Plantations 
  10b/80c 
  Port  
  Salonica 
  ST 
  Duque don Cortoza 
  190
  2
  Plantations,
  Livestock 
  12b/30c 
  Caprite 
  V 
  Duque don Cortoza 
  46
  1
  Livestock 
  -/5c 
  Located by Vita
  lagoon
  Malteza 
  V 
  Duque don Cortoza 
  82
  2
  Plantations,
  Livestock
  -/8c  
  Ruined tower to
  the west
  Porto Tito 
  V 
  Duque don Cortoza 
  38
  2
  Agriculture,
  Plantations 
  -/8c
  Port  
  Santa Ana 
  V 
  Duque don Cortoza 
  73
  1
  Subsistence 
  -/10c 
  Susa 
  V 
  Duque don Cortoza 
  45
  2
  Agriculture, Livestock 
  -/15b 
  Vernas 
  V 
  Duque don Cortoza
  35
  2
  Subsistence 
  5b/10c 
  Monastery of
  Verena
  
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - 8 -
  – THE FOOL’S ROCKS –
  Most often marked on maps as the Fool’s Rocks, this
  chain of islands stretches for over five-hundred miles
  along the eastern coast that Estalia and Tilea share.
  Unlike the Islas south of Estalia, the Fool’s Rocks are
  much larger, with many being ten or more miles in
  diameter. Laced between these islands is a maze of coral
  atolls, reefs and points with jagged rocks that will scupper
  any wooden hull and even many an ironclad. Also unlike
  the Southern Littoral, the Fool’s Rocks are shy of natural
  resources, with the oft marshy soil here unfit for the
  plantations of sugar or tobacco that characterise their
  more prosperous neighbours.
  Superstitious seaman will swear that the islands here drift
  of their own accord, a phenomenon that the educated
  men of Tobaro attribute to an illusion caused by wind and
  wave. Academics often come here to study in small
  yachts equipped with labs for botany and natural
  research as many of the species of flora and fauna are
  endemic to the islands, notably including lizards, birds,
  bats and many extremely rare orchids with fanciful names
  such as the Midnight Silhouette, the Crown of Tobaro and
  the Flame of Estal.
  Under the laws of Tobaro, making any chart of these
  waters is a capital crime. The masters of sailing them are
  the Navigator Families who have been passing their
  knowledge of the treacherous channels down from father
  to son over generations. These families own much of the
  northern Fool’s Rocks, upon which they have placed
  estates and villages, making their income from fishing,
  smuggling and wrecking. As well as the estates of the
  Navigator Families, the Fool’s Rocks are also home to
  many pirates wishing to remain undiscovered by making
  his port amidst the hundreds of uncharted and mainly
  uninhabited islands located here. The infamous islands of
  Isla Nera Barba, Naufraglo Isle and Island de Tesoro all
  lie within the Fool's Rocks and are all said to bear a
  pirate captain’s cross. This often leads to treasure
  hunters sailing in these waters, with most ending up on
  the bottom of the Sea of Souls, either shipwrecked,
  murdered by pirates or arrested by the forces of Tobaro
  and hung for charting.
  FANG ISLA
  “For certain, by all the Daemons of the Briny Deep, this
  is truly a God forsaken place.” 
  – Unattributed
  Marked on charts under the more technical name of the
  Cap d’Orient or Eastern Cape, the notorious Fang Isla is
  at the very tip of the Fool’s Point Rocks, the lower end of
  the Fool’s Rocks where hundreds of miles of reef and
  jagged banks of rocky Islas divide the two seas. Pirates
  call navigating past this point in open waters as ‘running
  the jaws’ and it is always a dangerous chore, with the
  unpredictable but powerful currents always ready to pull
  ships onto the Fang, where they are quickly smashed to
  matchwood. The Navigators of Tobaro know that the Isla
  is both uninhabited and lacking any bay in which a ship
  could land, leading them to openly scoff at the occasional
  drunken mariner that swears he saw blue robed
  scavengers looting the ships that have floundered upon
  the rocks here.
  Affiliation: Independent
  Bay: Galleons may not make berth in this shallow bay.
  Adventure Hook: Fang Isla is one of the three most
  sacred places to the Shark God Stromfels and a temple
  stands hidden under the Isla, with the cultists depending
  on wrecked ships to provide them food and other
  supplies. Times are lean however, with too few ships
  being wrecked upon the Isla. Flagging down the passing
  characters, a young priestess of the cult wishes to buy
  passage to Sartosa so she can consult the High Priest
  there as to how her Temple has angered the God. Of
  course, after the characters have delivered the Priestess
  to Sartosa and back, the Cult will then attempt to scuttle
  their ship and drown them.  Dead men tell no tales, after
  all.
  CERA-SCURO
  In the eastern reaches of the Fool’s Rocks lies the small
  isle of Cera-Scuro, a once notorious pirate port that is
  now under the rule of the Crown of Tobaro. From here,
  pirate ships set out to sail the Tilean Sea, preying on
  merchants heading to Tobaro, Miragliano and Remas. In
  the year 2492, the Crown of Tobaro, exasperated with the
  danger the pirates posed to its merchant shipping, hired
  mercenaries from Miragliano to besiege the stronghold.
  After three years of doggedly holding out, the pirates
  finally surrendered their impressive fortification.
  Today Cera-Scuro retains its wicked reputation and is still
  home to pirates, smugglers and the other criminal dregs
  outlawed from Tilea, Estalia and even further afield. The
  island is a marshy rock, prone to epidemics of nasty
  fevers and lacking any real exploitable resources.
  Starved of culture, the Governor Dominico Caraccioli now
  turns a blind-eye to the island’s black-market and brisk
  trade in smuggled goods, as it is one of the few
  attractions for merchants and nobles to travel to this
  forsaken outpost.
  Affiliation: Tilea (Principality of Tobaro)
  Bay: Galleons must make a Hard (-20%) Sail test to
  make berth here.
  Produced Goods: None
  
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - 9 -
  Adventure Hook: The Bella Epacturo, a forty-gun
  pirate galleon operating from suspiciously close to the old
  pirate stronghold at Cera-Scuro has recently sunk four
  ships heading to Tobaro. A powerful merchant who was
  an investor in one of the ships has hired the characters to
  check around Cera-Scuro and investigate not only
  whether the ship berths there but also if indeed the Bella
  Epacturo’s captain is none other than Governor Dominico
  Caraccioli himself!
  GORGON’S OLA
  “Straits best avoided by all bar the most desperate.”
  – ‘Navigating the Navigationable Waters of the
  World’, by Henrik Navigatore 
  Those captains that choose to avoid charting a course
  around the fearsome Cap d’Orient and instead ‘thread
  the teeth’ through the Fool’s Rocks of Tilea may choose
  to brave the infamous Straits of the Gorgon that separate
  this Isla from its three southernmost neighbours. A
  powerful current flows through the straits, dragging ships
  from the Southern Sea into the Tilean Sea. The straits
  are perilously narrow, at some points shrinking to a mere
  eight miles across, strewn with rocks and reef. For those
  skilful captains who risk the straits, a full day’s travel or
  even more is to be gained, although if one is careless
  they well find their ships ripped from their control in these
  treacherous waters and ripped apart upon the Ola itself.
  The Ola itself is not the island but rather the large
  complex of ruins and catacombs that stand on the island.
  Scholars say that some four thousand years ago this
  island boasted a large citadel built by an ancient empire
  that claimed dominion of the whole of the Tilean Sea.
  Sailors avoid landing upon the island itself as it is an
  accursed place, littered not only with the ruins of a
  bygone age but also a series of exquisitely carved
  statues portraying a variety of lifelike humans in poses of
  absolute terror.
  Affiliation: Uninhabited (By Humans)
  Bay: Galleons may not make berth in this shallow bay.
  Special: Passing through the Straits safely requires a
  Very Hard (-30%) Sail Test.
  Adventure Hook: Professore Vincenza of the
  University of Tobaro, a renowned archaeologist and
  scholar of Tilean history has the hired the characters to
  guard him on his expedition to explore the Gorgon’s Ola,
  which he believes are connected to the rule of the
  mysterious Amenemhetum the Great. However, the ruins
  are home to a strange breed of snake-headed
  monstrosity that can turn a man to stone with a single
  gaze. Can the characters get the Professor off the island
  alive, or are they doomed to spend eternity as elaborate
  garden ornaments?
  ISLA BEGUARIDA
  Forces from the Tilean city of Tobaro captured this sun-
  kissed and fertile island from the group of Estalian
  colonists who formerly claimed it. Located in the southern
  reaches of the Fool’s Rocks, the Tilean colonists
  attempted to grow cocoa here as the Estalians had done
  before them. However, this met with no success and after
  a few years of failed crops, the Tileans instead have
  taken to the cultivation of coffee, sugar, and cotton.
  The mountainous and heavily forested northwestern part
  of the island is home to many Estalian Banditos, outlaws
  who fled the ports when the Tileans occupied them.
  Merchants from Tobaro fortified the principal port of
  Bacino Reale in a hope of combating this, but the town
  still maintains its reputation for lawlessness and
  debauchery. This stands in sharp contrast to the island’s
  capital, the gentle town of Roccia Deire, that stands at
  the centre of the island’s community of farmers who live
  in various farmsteads centred upon their whitewashed
  haciendas.
  Lord Governor Norberto Di Giudice is heavily involved in
  bringing the luxuries of modern Tilea to the island; he has
  personally purchased the island’s first printing press, and
  established a College of Litigants operating out of the
  Bhyrr’s Inn in Bacino Reale.
  Affiliation: Tilea (Principality of Tobaro)
  Bay: Galleons must hire a local Pilot to make berth here
  by local law.
  Produced Goods: Raw Sugar, Coffee, Cotton, Beef
  Adventure Hook: Hired by a consortium of Tobaro
  merchants, the characters journey to Isla Beguarida to
  investigate claims made by captured Banditos that the
  Estalian secret to growing cocoa on the island was
  actually an ancient Lustrian ritual performed by the
  island’s wizard, Martillo Hoyo. The characters must find
  Hoyo or evidence of his ritual and bring it back to Tobaro
  to herald the beginning of a new and more chocolaty age.
  However, the Isla Beguarida is a hotbed of opposing
  factions, including Estalians wishing to overthrow the
  Tileans, Republicans wishing to overthrow the rule of
  Tobaro and a Cult of Tzeentch, which has infiltrated the
  island’s population of academics. Each of these factions
  is in a position to help or hinder the characters, who may
  have to form uncomfortable allicences to recover the
  ritual.
  
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - 10 -
  ISLA PANTANO
  “Taking the easy way” 
  – A pirate way of saying someone has died
  This swampy island in the Fool’s Rocks has a long and
  bloody history. Centuries ago, Estalian colonists came
  here from Mont Antorchá and put the native Tileans to the
  sword, hoping to establish a trading port from which to
  gain easy access to the ports of Remas, Luccini and
  Barak Varr. They built a large port known as Dalmatia
  here and for some time were successful traders.
  However, the island’s large swamp proved unhealthy for
  the Estalians and after a series of plagues weakened
  their defences, a fleet from Tobaro came and bombarded
  the colony.
  Today, the Estalians have all but abandoned Dalmatia,
  with its trade overshadowed by that of ports such as
  Aguilas and Porto Real. The few Estalians that remain
  must contend not only with the plagues of the swamps
  but also the growing numbers of a tribe of savage Forest
  Goblins who have garnered a taste for human flesh. The
  goblins are powerful and cunning opponents who have
  marked their territory with glyph-covered skulls, which
  ward them against all hostile magic.
  Affiliation: Estalia (Kingdom of Mont Antorchá)
  Bay: Galleons must make a Very Hard (-30%) Sail test
  to make berth here.
  Produced Goods: None
  Adventure Hook: The reason that some Estalians
  stay on the island is that the Nicuesa River, which cuts
  through the heart of the Pantano Swamps, is sacred to
  King Death and the home of one of the god’s most
  powerful Bokor. It is said that when the stars are just right
  if you can sail your ship upstream without being smashed
  by the rocks and rapids then you will find yourself not at
  some mountain spring, but instead you will sail onto King
  Death’s Sea of Lost Souls itself. Sailing into the
  uncharted waters of the afterlife and bringing back one of
  the dead is a journey worthy of the most heroic of
  explorers… or the most gullible of fools.
  ISLA PESCADOR
  Isla Pescador is one of the many large islands that make
  up the southeastern tip of the Fool’s Point Rocks and is
  the location of the busy trading town of Porto Real. The
  Isla’s only sizable settlement, this ancient port is a colony
  of Magritta. A large garrison is located at the fort which
  overlooks the lime-washed clay buildings of the town and
  its surrounding sugar and tobacco plantations. Due to its
  remoteness from the Crown, Magritta’s authority is lax
  and the port is a popular stopping point for merchants
  travelling from the Southern to the Tilean Sea to trade
  goods, stock up on supplies and undertake repairs
  without necessarily having to pay the hated Averia Tax.
  In the heart of these plantations lies the Governor’s
  Mansion, a large sprawling building of brick that is clad in
  plaster of the Arabian style popular several decades ago.
  It is home to His Excellency the Governor Emeric Gorge,
  whose family has ruled Isla Pescador for generations.
  Now an old man, he seldom travels into Porto Real
  himself, preferring instead to rule through his
  representative Ferrol. Ferrol is called the First Sword of
  the Porto, who acts as head of the Port’s Militia, Watch
  and is also the town’s Judicial Champion.
  Affiliation: Estalia (Kingdom of Magritta)
  Bay: Galleons must make an Average Sail test to make
  berth here.
  Produced Goods: Raw Sugar, Estalian Tobacco
  Adventure Hook: His Excellency the Governor Emeric
  Gorge of Porto Real is in fact an aged vampire of the Von
  Carstein lineage who has claimed dominion over Porto
  Real for several centuries, secure in the knowledge that
  in his town full of ever travelling merchants and visitors,
  no one will mark the occasional disappearance of a few
  strangers. Not content to feed upon the blood of
  plantation workers or other commoners, he instead lures
  rich merchants and nobles into his mansion, where he
  then drugs them into unconsciousness with Red Lotus
  Juice in their food and wine. Tonight he has invited the
  characters to his mansion but they do not know it is to
  drain their bodies of their sweet blood.
  ISLA VERDE
  Located in the Tilean Sea, the Isla Verde is one of the
  closest parts of the Fool’s Rock to the pirate isle of
  Sartosa. This island appears to be paradise, with a wide
  bay, white sandy beaches and dense evergreen foliage
  provided by an abundance of laurel-leaved hardwoods.
  These looks are deceptive: sharp coral spurs protrude
  under the water. Almost like teeth, they can rip apart any
  but the shallowest berths. Half buried under these sands
  lie the shredded hulls of those foolish ships that have
  tried to shelter here. Pirates know that the Isla is sacred
  to King Death and is home to his daemonic minions:
  skull-faced monstrosities half-way between ape and wolf
  with needle-sharp talons which drip with lethal venom.
  Affiliation: Uninhabited
  Bay: Galleons may not make berth in this shallow bay.
  Adventure Hook: Having upset King Death with their
  reckless slaughter the characters have become aware
  that they have fallen under a fearsome curse. After
  consulting with an ancient Bokor, they discover that the
  only way to lift the curse is to sacrifice one hundred
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  pieces of silver by leaving them at the shrine to King
  Death that stands at the very centre of the Isla Verde.
  Can the cursed characters make it to the shrine and back
  before King Death’s daemonic minions take their fill of the
  characters’ flesh?
  ISLES OF THE SIRENS
  This large cluster of islands to the south of Tobaro
  effectively marks the furthest extent of the city’s
  dominance over the Fool’s Rocks. These are large and
  mountainous islands, heavily forested and seemingly
  ideal for settlement. Tobaro and Aguilas have both
  attempted to establish colonies here, however these
  attempts have always failed, in chief part due to the
  sirens for which the isles are named.
  Although few men have ever seen a siren, speculation
  abounds on the matter of their nature. Some tell tales
  that they are harpies, saying that they saw winged
  creatures flying over the islands, while wizards point out
  that harpies only dwell in colder climes and that the
  creatures are actually a breed of seawater nymphs
  known as Oceanids. Pirates commonly claim that
  mermaids inhabit the isles, although many educated
  scholars scoff at the idea that these creatures even exist.
  Occasionally ships do come here; full of opportunist
  sailors who have stopped their ears up with vast qualities
  of tallow wax, which allows them to linger a brief while
  and salvage the remains of cargo from the ships lured
  here and destroyed by the siren song. Merchants regard
  these men as little better than wreckers, and some mutter
  darkly that they clearly work for Tobaro’s Navigator
  Families.
  Affiliation: Uninhabited (By Humans)
  Bay: Galleons must make a Very Hard (-30%) Sail test
  to make berth here.
  Adventure Hook: Rumours abound that a chart that
  has turned up in the hands of a Marienburger Merchant
  Lord based at Fort Wilheimsdok.Said to accurately detail
  the waters around the Isles of the Sirens - including the
  depths and tides present in all of the channels, it is
  clearly illigal under the Laws of Tobaro. Agents of the
  Prince hire the characters to travel to the Isla Corazón,
  break in and steal the chart. Of course groups of pirates,
  navigators and merchants all have the exact same plan,
  and the characters may find a host of people attempting
  to break in to the merchant’s complex of fortified
  apartments on the same night they do.
  Settlement
  Size
  Ruler
  Pop. 
  Wealth
  Source 
  Garrison/
  Militia
  Notes
  CERA-SCURO
  F
  Governor Dominico
  Caraccioli
  120
  2
  Government, Trade,
  Piracy 
  50b/10c
  Port
  Torre Scaglieri
  V
  Governor Dominico
  Caraccioli
  46
  1
  Fishing
  -/6c
  Known for its
  plagues
  Circolo il Cotone
  V
  Governor Dominico
  Caraccioli
  23
  1
  Fishing
  -/4c
  ROCCIA DEIRE
  ST
  Lord Governor Norberto Di
  Giudice
  172
  3
  Plantations,
  Livestock
  6b/30c
  Bacino Reale
  ST
  Lord Governor Norberto Di
  Giudice
  252
  2
  Trade
  4b/52c
  Port
  DALMATIA
  V
  Village Elder
  68
  1
  Subsistence
  -/10c
  Port
  PORTO REAL
  ST
  Governor Emeric Gorge
  590
  3
  Trade, Plantations
  20b/70c
  Port
  – GAZETTEER OF THE FOOL’S ROCKS –
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  – THE OTHER ISLAS –
  The Southern Sea is home to many islands outside of
  those located around Estalia’s Coasts. Most of these
  islands are isolated places, far off standard trade routes,
  and for that reason they make great boltholes for pirates
  to lay low in relative safety.
  BLACK ROCK
  The Black Rock is a windswept island located in the
  Great Ocean, closer to Araby than Estalia. It is a barren
  and rocky place, and the black cliffs from which the Isla
  takes its name is riddled with ancient caves that descend
  deep underwater.
  Despite the lack of any useful resources, if colonised the
  Isla could prove a vital port, opening a faster sea route to
  Araby and Lustria. Therefore, the Isla has been in a state
  of conflict for as long as anyone can remember, as it is
  simply too vital a military outpost for any country to allow
  its rivals to settle. The last attempt to make an outpost
  here was by a combined force from the Empire and
  Miragliano, which was driven off the island by a large
  fleet of Bretonnian ‘pirates’. Before that, men of Tilea,
  Estalia, Araby, the Empire, Bretonnia and even Norsca
  had repeatedly come here with the intention to colonise
  Black Rock.
  The Isla is an archaeologist’s dream, littered with ruined
  villages and fortifications from successive failed attempts
  at colonisation. Only the Sea Fortress that overlooks the
  deep-sheltered Man O’ War Bay is in any state of repair:
  Built on alleged Elven foundations, repeated cannon fire
  has greatly pocked its walls. Within these ruins live the
  only creatures that have been able to survive on these
  brutal shores: A native tribe of Savage Orcs that has
  often massacred other settlers here before their rivals
  could.
  Affiliation: Uninhabited (by Humans)
  Bay: Galleons must make a Challenging (-10%) Sail test
  to make berth here.
  Adventure Hook: Men still come to Black Rock, such
  as small time traders and pirates seeking a hidden
  harbour. One such man was Abu Sabu, a Tomb Robber
  from Araby who sheltered his Felucca boat in Man O’ War
  Bay to avoid an Estalian Guarda Costa Ship enforcing
  the Averia Tax. Unfortunately, Savage Orcs spotted and
  killed him, stealing the cargo he was delivering to
  Bürgermeister Geltmacher. The characters are hired to
  hunt down the cargo, and after visiting Fyrus, find
  information that would show that surely Black Rock was
  Abu Sabu’s next stop.
  In truth the island is actually the remains of the Dark
  Elven Black Ark called the Skarr, defeated by a Sea Elf
  fleet in the time of Caledor the First. Deep within the
  labyrinth of caves is the lair of the Ark’s Captain, now an
  Elven Wight, and it is to him that the Savage Orc
  Shaman has gifted the legendary cursed Monkey’s Paw
  that Abu Sabu was smuggling to Geltmacher.
  ESTRAGON’S ISLAND
  Over two hundred years ago, Don Diego Estragon was a
  successful Merchant, Pirate Lord and reputed Magus of
  Tzeentch dwelling in the Estalian city of Magritta. Driven
  from the city by Witch Hunters of the Cult of Myrmidia,
  Estragon set off with his fleet of ships, each loaded to the
  gunwales with trade goods from all over the Old World,
  never to be seen again.
  Shanty-singers and raconteurs have since embellished
  the tale of Estragon’s exploits, portraying him as a
  dashing and romantic Hero of Estalia, forgetting the
  rumours of his worship of the Ruinous Powers. Pirates
  and explorers have occasionally reported sighting an
  island some 400 miles southwest of Estalia’s coast, a
  tropical isle of lush and exotic plant life that is told to hide
  Estragon’s gold and artifacts, guarded by terrifying
  monsters. Dominating this rock is a single fortress in the
  Estalian style, flying flags that bear Don Diego Estragon’s
  colours.
  Affiliation: Independent
  Bay: Galleons must make a Challenging (-10%) Sail test
  to make berth here.
  Adventure Hook: Sent to recover the legendary
  treasures of Estragon the players brave stormy seas and
  land upon this perilous island. To find the treasures the
  characters must fight mutated sentient plants and escape
  from mountain-dwelling harpies before they can make it
  inland. There they must negotiate with the elders of the
  three villages here, which contain the descendants of the
  ships who landed here two centuries ago. However, the
  isle holds one more surprise, Estragon lives! Mutated
  over the years into a large blue gorilla like sorcerer, he
  lords over his island from the castle where he performs
  his dark rites to Tzeentch.
  FYRUS
  “Now, how much am I bid for this winsome wench?” 
  – Port Fyrus Auctioneer
  Located a few miles north of the Pirate Coast of Araby,
  this island outpost was once home to an order of
  Bretonnian Knights who settled here and founded a
  fortress-monastery during Baron Tybalt du Bois de
  Balzac’s Crusades of 1452. For over a thousand years,
  the Knights of Origo sailed forth from Fyrus to wipe the
  waterways clean of corsair ships, pillage the temples of
  the foreign Gods and raze every Araby port along the
  Pirate Coast. However, one hundred years ago they were
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  driven from the island, by a massed force of corsairs who
  breached the fortress and drove the Knights from the
  Island.
  Today the Araby corsairs make their base in the rebuilt
  fortress of Origo, their distinctive Araby Xebec ships with
  green-dyed sails make use of the isle’s impressive
  harbour to dominate the east-west trade route. Many Old
  Worlder merchants and pirates come here to trade goods
  such as silks, spices and even slaves in the bustling
  marketplaces that seem to spread throughout every
  twisting narrow street in the town. The isle is also home
  to the shrine of the Revered Mullah Aklan'd, a famed
  sorcerer and warlord of Araby, whose fanatical priests
  often try and raise the populace into acts of violence
  against any Old Worlder ships berthed here.
  Affiliation: Araby Corsairs
  Bay: Galleons must make a Routine (+10%) Sail test to
  make berth here.
  Produced Goods: Spices, Slaves
  Adventure Hook: For the last ninety-nine years,
  Bilbali has been the home to the Second Holy Fortress-
  Monastery of the Bretonnian Order of Divine Origo, led
  by Grandmaster John Tyrweld. Married to Doña
  Domingio, a relative of the King of Bilbali, Tyrweld has
  used his wife’s status to secure funding from both the
  Crowns of Bretonnia and Bilbali. His preparations over,
  he is now ready to sail back to Fyrus, reclaim the first
  holy fortress-monastery from the corsairs and bring the
  east-west trade route safely under the command of his
  backers’ fleet of ships. A merchant prince of Magritta or
  one of the Tilean City-States has hired the characters to
  travel with this expedition and sabotage it at every
  opportunity!
  ISLA MATANZADA
  This jagged spur of rock and marsh lies deep within the
  Southern Sea and is home to many colonies of sea birds,
  including Gulls, Shearwaters and Razorbills. Santo
  Matanzada is the only village and so isolated that the
  Great Crusades of 1448 never reached here and the
  area still has a distinct Araby influence, with the locals
  using a fast-spoken pidgin language of Estalian and
  Arabyan that is hard for any outsider to understand.
  The islanders support themselves through the byproducts
  of fish and seabirds. Although they tend towards
  traditional means of fishing, the seabirds are caught by
  climbing up the jagged cliffs and then strangling the birds.
  This bird meat is the staple of the islander’s diet and the
  villagers also harvest the oil from the bird’s guts, which
  they trade and use as a fuel in lamps and stoves. Few
  visitors come to the Isla, it is set too far off the main
  shipping routes to attract much traffic. Once a month a
  merchant ship may come here, trading fruit and other
  staples for fish eggs, shellfish and bird oil.
  Affiliation: Independent
  Bay: Galleons may not make berth in this shallow bay.
  Produced Goods: Fish Eggs, Shellfish, Bird Oil
  Adventure Hook: While drinking in a pirate's tavern,
  the characters pick up a rumour that Buthir Vlieg - a
  notorious Araby corsair and assassin - has been arrested
  and is due to hang. His last known location was the Isla
  Matanzada and suspicion is that if he had any warning,
  his cross surely must be marked somewhere on the
  island. As various rival treasure seekers flock towards the
  Island, will the Characters be able to reach the Isla
  before the rest and find the fantastic treasure that he left
  behind?
  ISLA TRAQUAIR
  Laying further south than the Thousand Islas proper, the
  Isla Traquair is a forsaken piece of rock flanked by two
  bars of treacherous red coral inhabited by shoals of the
  dreadful spindly killer fish, fanged horrors that can quickly
  strip a man’s bones bare and have driven off most other
  sea life.
  The only settlement located on the Isla is Porto
  Fregadero, technically a colony of Magritta, although in
  practice no Governor has set foot in this backwater within
  five decades. While many of the inhabitants are involved
  in a mixture of limited farming and fishing for sea turtles,
  the port’s real income comes from providing basic
  facilities for ships that come to harbour here. Due to the
  island’s remote location, in practice it is only the ships of
  the buccaneers and corsairs who dock here, to use the
  Isla as a base from which to strike at treasure ships as
  they enter the Southern Sea.
  The port has been so successful in supplying the area’s
  buccaneers that repeated attempts have been made by
  Estalian, Marienburger and Bretonnian forces to conquer
  the Isla. While such attempts are initially successful, the
  lack of local supplies combined with the length of the
  journeys needed to supply a substantial garrison has
  always resulted in an occupying force which was unable
  to defend against the returning pirates.
  In recent months, the infamous buccaneer Reyno
  Bloodhand and his fearsome crew, the Rojérs, have set
  up permanent anchorage within the harbour. Reyno now
  insists that all the islanders address him as the Pirate
  King, and has claimed the whole island as his dominion.
  Affiliation: Estalia (Kingdom of Magritta)/Independent
  Bay: Galleons must make a Hard (-20%) Sail test to
  make berth here.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Produced Goods: None
  Adventure Hook: The characters are aboard Captain
  Jaymes Geenringsstad’s ship, the Dauntless, which is
  engaged upon a mission to kill Reyno Bloodhand once
  and for all. However as the ship pulls into Porto
  Fregadero’s harbour, they spy a fleet of five Orc pirate
  Hulks upon the horizon! Can the characters convince the
  arrogant pirate hunter and the mad Pirate King to
  cooperate in the face of the more dangerous threat, or
  will their mutual distrust allow the greenskin freebooters
  to utterly raze the Isla?
  SARTOSA
  “Never go in against a Sartosan when death is on the
  line.” 
  – Roberto D’lalanió, First Fist of the Pirate Queen
  The most infamous island of the Middle Sea is Sartosa,
  details of which are in the WFRP Companion.
  – GAZETTEER OF THE OTHER ISLAS –
  Settlement
  Size
  Ruler
  Pop. 
  Wealth
  Source 
  Garrison/
  Militia
  Notes
  PORT FYRUS
  T
  Sheikh Murat Bavias
  8,200
  4
  Government, Trade,
  Piracy 
  50a/350c
  Port
  SANTO
  MATANZADA
  V
  Village Headman
  36
  1
  Fishing, Hunting
  -/4c
  Freeport
  PORTO
  FREGADERO
  V
  Pirate King Reyno
  Bloodhand
  71
  2
  Trade, Piracy 
  -/10c
  Freeport
  – THE MAINLAND –
  Apart from the Islas themselves, the mainland of Estalia
  and Tilea contain many a port that is important to the
  region, with the coast dominated by fishing towns and
  villages that also engage in commercial trade. Although
  Magritta and Tobaro are the main political powers of the
  region, Remas, Luccini and Al-Haikk all have fleets based
  in the Southern Sea and assert considerable influence
  over the region. Full gazetteers for Tilea and Estalia are
  outside the scope of this document, and only information
  on the listed cities has been presented here. However, all
  of these places have villages and small towns clustered
  around them and the GM should feel free to expand upon
  them with whatever settlements are required.
  AGUILAS
  “Hardy a port friendly to men of our stripe.” 
  – Pirate Lord Jeremiah Tusk
  Situated on the site of a dormant volcano on the
  mainland of Estalia, the City-State of Aguilas casts an
  important shadow over the whole of the region. It is the
  southernmost port on Estalia’s eastern coast, surrounded
  by the Fool’s Rocks. It is known to be one of Estalia’s
  most prosperous Kingdoms, with its fortune founded
  upon its shipyards. Additionally the volcanic soil of the
  region has resulted in plantations that yield great output
  even when compared to realms far greater than Aguilas
  in size.
  Built on a series of terraces cut into the volcano side, the
  city’s docks are located under a sprawling area of plazas
  containing thriving market places, taverns, shops and
  other establishments in which to relax and while away
  one’s shore leave. Many merchant ships travelling
  between the Southern and Tilean Sea berth in this
  pleasant city to trade goods, restock the stores and
  undertake any repairs to the ship. Above the
  marketplaces are the winding and higher streets of
  gentrified Old Town, lined with orange trees as they make
  their way to the Volcano’s Plug, home to the fortified
  Palacio of the Marquis Juan Narciso. Alongside is the
  Temple of Myrmidia, whose twelve bell towers can be
  seen from anywhere in the city.
  THE ISLAND OF NONUCCI
  The tiny volcanic isle of Nonucci is off of the western
  coast of the Republic of Verezzo, south of the bay of
  Remas. The isle was colonised by the city of Remas
  during the classical age and contains the ruins of two
  ancient fortresses. A few scattered hill men make
  Nonucci their own, keeping goats in the hills and
  growing grapes for wine. The island is also renowned
  for its beekeepers, although the Estalian sugar
  plantations have much curtailed the trade in honey.
  In 2236 the renounced artist Grottio was exiled to this
  island and much of his work was produced here.
  Tales abound of the seemingly primitive islanders
  having original Grottio paintings and sculptures
  hidden away in their hewn-stone hovels.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  The city prides itself on being the defender of honest
  Estalian shipping. Indeed it is Aguilas more even than
  Magritta that is responsible for the Guarda Costa Ships
  that extract the Averia Tax. Massive war galleons flying
  the Aguilas Jack, a ship flanked by twin dolphins, patrol
  throughout the waters of the Thousand Islas. This flag
  makes even pirates that have taken Letters of Marque
  and Reprisal wary, as more than one privateer has been
  blasted out the water before he could make his papers
  known. Marquis Juan Narciso has had the whole of
  Aguilas Bay heavily fortified and it stands surrounded by
  a ring of defence towers, each of which has a covered
  passageway linking it to the fortified Palacio.
  Arquebussiers patrol throughout the city, supplemented
  by marines and cavalry armed with both hand guns and
  heavy spears.
  Affiliation: Estalia (Grand Marquisate of Aguilas)
  Bay: Any ship may make berth in this deepwater bay.
  Produced Goods: Estalian Tobacco, Raw Sugar, Pigs,
  Tuna, Shellfish, Ships
  Adventure Hook: Captain Presa Passero is due for
  hanging in the town square of Aguilas in three days time
  and he is the only man alive that knows the way to the
  cross that is over the characters’ pay chest! They have to
  save him by diplomacy, subterfuge, a heroic and dashing
  rescue attempt or a combination of all three if they ever
  want to see the gold they are owed!
  PORTO BELLO
  “Whenever I spy a dog from Magritta, I remember the
  spilt blood of Porto Bello!” 
  – Cristobal Mendez, Estalian Diestro
  Due to the obstruction of Ulthuan, treasure ships
  departing from Bilbali require a more southerly port from
  which to depart to the New World. To solve this issue, the
  King of Bilbali commissioned the settlement and
  fortification of a barren bay on the southern end of the
  Western Coast of Estalia. Despite the lack of farmland
  around the Bello Bay, it has quickly grown into a sizable
  colony. It is here that the Treasure Fleet of Bilbali lands
  and offloads its gold before it is portaged overland to the
  city of Bilbali by heavily guarded convoys.
  The port’s success has been a thorn in the side of the
  cities of Magritta and the other southern Estalian
  Kingdoms, who have little interest in sharing the lucrative
  trade in Lustrian goods with their northern neighbour.
  Indeed, it was twenty–four years ago that the dreaded
  Pirate Lord Ferdinand Rackham led a vast fleet to
  ransack the port in his sixty-four gun galleon, the Black
  Mary. In spite of the heavy fortifications, Rackham and
  his pirates captured the port, which they occupied for
  fourteen days, plundering all the city’s wealth. Outraged
  merchants and nobles of Bilbali, to this very day, claim
  that Rackham and his fleet received Letters of Marque to
  do so from Magritta and it remains a common cause of
  contention between Estalia’s two largest cities.
  Now, the army of Bilbali has built a new coastal
  fortification called Fort Frandragão, which overlooks
  Porto Bello reinforced with a full garrison of defenders. It
  is also unique for its fleet of Chatten, a type of harbour
  boat common in Bilbali that mounts two very large
  cannon and many swivel guns. Under the protection of
  Governor Hernando Puglave y Lorenzo, some of the
  more adventurous nobles and clergy of Bilbali have
  settled in the reconstructed town and it is fast gaining a
  reputation for the brutality of its judges.
  Affiliation: Estalia (Kingdom of Bilbali)
  Bay: Galleons must make a Routine (+10%) Sail test to
  make berth here.
  Produced Goods: None
  Adventure Hook: After discovering that her twenty
  three year old daughter has run away to sea, Doña
  Charo de Valencia hires the characters to track her down.
  It should not be hard for characters to find that she
  bought passage to Porto Vega and collecting her should
  seem an easy prospect. The only problem is that
  unknown to the charicters, the lass is actually Lord
  Rackham’s daughter, sired during the occupation. Now a
  group of Tzeentch cultists intend to kidnap her and
  demand Rackham funds their activities, while an
  opposing cult has tipped off Lord Rackham, who is
  already sailing from Sartosa with the Vigilant, Tritonus
  and Black Mary – prepared to recover his daughter,
  whosoever's lives it costs.
  PORTO ESPEJO
  Porto Espejo is the northernmost port of Estalia’s rocky
  eastern coast, indeed so far north that most maps mark it
  as lying within the domain of the Tilean Principality of
  Tobaro. In the past Porto Espejo was often a nexus of
  conflict between Estalians and Tileans, because although
  its soil cannot support crops of rye or buckwheat, it is
  ideal for the growing of tobacco.
  Porto Espejo has no fleet of her own and instead must
  pay a heavy price for Guarda Costa ships to protect her
  from pirates and Tilean opportunists. Therefore, the small
  kingdom enthusiastically applies the Averia Tax to all
  trade of her tobacco, leading to high prices and a
  flourishing local industry of merchant traders who
  routinely take the risk of smuggling entire shiploads of
  tobacco out of Port Espejo and into the city of Tobaro.
  Facing eastwards, its deep natural harbour makes it a
  popular port for fishing boats while its stores and other
  facilities makes it a fair place for ship’s captains to meet
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Settlement
  Size
  Ruler
  Pop. 
  Wealth
  Source 
  Garrison/
  Militia
  Notes
  AGUILAS
  CS
  Marquis Juan Narciso
  13,000
  4
  Government,
  Boatbuilding, Trade, 
  Plantations
  180b/1500c
  Port, Major Naval
  Base
  PORTO BELLO
  ST
  Governor Hernando
  Puglave y Lorenzo
  238
  2
  Trade
  4b/52c
  Port
  Fort Frandragão
  F
  Governor Hernando
  Puglave y Lorenzo
  200
  3
  Government
  150b/-
  PORTO ESPEJO
  ST
  Marcos de Nizza
  400
  2
  Fishing, Plantations
  20b/35c
  Port
  – GAZETTEER OF THE MAINLAND –
  and trade. Young athletic and half-stripped men make
  their living diving in the clear water to fetch pearl oysters
  from the rocky bottom. Twin defence towers watch over
  the harbour to guard against pirates and other pearl
  thieves, although the garrison here is undermanned and
  each tower only mounts a single small cannon.
  The large temple to Myrmidia in the centre of the town
  clearly marks the settlement as Estalian, as it dominates
  the skyline with its bell tower. Tileans regard having such
  a tower at the centre of a town as an unlucky omen sure
  to draw the ire of the Gods, and most bow to the west
  whenever entering Porto Espejo to fend off the effects of
  the evil eye.
  Affiliation: Estalia (Kingdom of Espejo)
  Bay: Galleons must make a Challenging (-10%) Sail test
  to make berth here.
  Produced Goods: Estalian Tobacco, Squid, Pearls
  Adventure Hook: The son of an important Tobaro
  Navigator Family was assumed to have run away to sea,
  which is traditionally regarded as a time of celebration.
  However, his father has discovered that in fact he has run
  away to Porto Espejo where he intends to elope with the
  daughter of a local tobacco merchant. Such mingling of
  fine Tilean blood with the blood of Estalian dogs cannot
  be allowed to occur and the father hires the characters to
  travel to Porto Espejo and bring back his son, by force if
  necessary. Of course, the situation of Porto Espejo is
  politically rather delicate and if the characters create a
  diplomatic incident, Prince Tibaldus Marsarius de Vela of
  Tobaro will have them abandoned in Blighted Marshes…
  with their legs hacked off.
  TOBARO
  Details of this large City-State, which dominates the
  Fool’s Rocks, are in the WFRP Companion.
  THE LEGEND OF BLACK-WYRD
  “Of all us Pirates, the most feared is Black-Wyrd.”
  – Jacque Rawhead, Pirate Captain
  This accursed captain has sailed these seas since
  the time of Sigmar, ever forbidden to enter the court
  of King Death. No-one knows how it is he came to
  anger the Lord of the Sea of Lost Souls, but all know
  that to spy his ship, the Flying Marienburger, is to
  most likely to gaze upon your own impending death.
  Legends claim that Black-Wyrd sank the fleet of
  Nagash in the time of Myrmidia, turning the waters so
  foul that even today all maps mark them under the
  name of the Black Gulf. Some shanties even claim
  that he called the comet down upon the city of
  Mordheim, then sailed up the Stir and looted it. As far
  as many pirates are concerned it was Black-Wyrd
  who liberated Sartosa from the Sea Elves at the
  dawn of the Classical Age and again in 1757 from the
  Tileans who had set up a fortress there. Even today a
  chair on the Sartosan Pirate Lord council is set aside
  for the First Pirate King, although he is yet to claim it.
  While naval lords laugh at these ludicrous claims,
  troubling reports still come in from sea-farers from the
  Sea of Claws to the Gromril Coast. It is said that
  ships, be they merchantman, pirate or privateer, have
  been pursued and sunk by a ship sporting the Flying
  Marienburger’s colours. The few survivors report that
  it could move without a gust of air or even gainst the
  prevailing wind and it was able to sail beneath the
  waves at will. House de Roelef has offered a reward
  of 882 pieces of Lustrian Gold to whoever can sink
  him; but so far, no pirate hunter has engaged him and
  lived to tell the tale.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Pirates plague the old world, in particular the
  south coast that covers Estalia, Tilea and the
  Border Princes. Unlike Seamen, Pirates not
  only must crew the ship, but each man must
  also act as part of its fighting component. Life
  on a pirate vessel is often dull, with many
  ships holding three times the needed crew.
  You may substitute Pirate for Seaman when
  rolling up careers with your GM's permission,
  if so you may choose to have your character
  originate from Bretonnia, Estalia, Tilea or the
  Border Princes if you choose to take the
  relevant Common Knowledge and Speak
  Language Skills.
  CHAPTER THE SECOND:
  A PIRATE’S LIFE FOR ME
  “So now laddie… have ye ever been a’thinkin about the pirate business?”
  – Pirate Captain Drakken’s offer to a captured foe
  - Pirate Advance Scheme -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +10% +10% +10% +5% +5%
  –
  –
  –
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  +1
  +2
  –
  –
  –
  –
  –
  –
  Skills: Common Knowledge (Bretonnia, Estalia, Tilea or the Border
  Princes), Consume Alcohol, Dodge Blow, Gamble or Trade (Artist,
  Brewer, Carpenter, Cartographer, Cook, Gunsmith, Merchant,
  Shipwright or Smith), Intimidate, Row or Sail, Scale Sheer Surface,
  Speak Language (Breton, Estalian or Tilean), Swim
  Talents: Menacing or Swashbuckler, Specialist Weapon Group
  (Gunpowder or Parrying), Mighty Shot or Street Fighting
  Trappings: Light Armour (Leather Jerkin), Buckler or Pistol with Powder
  and Ammunition for 10 shots, Bottle of Poor Quality Spirits
  Career Entries: Boatman, Estalian Diestro, Marine, Mercenary,
  Seaman, Thug
  Career Exits: Duellist, Marine, Mate, Smuggler, Veteran, Wrecker
  – PIRATE (BASIC CAREER) –
  Any campaign which visits the Thousand Isla will
  probably focus on life about ships at some point, whether
  the characters are serving upon one or simply because
  they are required to move between the principle
  settlements.
  This Chapter expands upon the information presented in
  WFRP to add some nautical flavour to your game.
  NEW NAUTICAL CAREER
  The following career is particularly suited to a campaign
  set in the Thousand Islas.
  ELVES AT SEA
  While Wood Elves rarely venture onto the waves, the
  catamarans of the High Elven fleets of Lothern range
  far and wide, resulting in many Humans knowing
  them as Sea Elves.
  It is the Sea Guard and Sea Rangers that contain the
  mainstay of these maritime elves, although some
  younger elves seek adventure by serving aboard the
  ships of other races. Aside from the murderous Dark
  Elf Corsairs, few elves take to piracy however.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  – LIFE ABOARD SHIP –
  While it may seem that Pirate, Seaman, Mate, Navigator
  and Sea Captain are the only Careers that will be of use
  aboard ship, nothing could be further from the truth. Any
  large ship is a complex entity, akin to a floating village
  with many different roles needed for it to operate. The
  following lists common crewmen aboard a ship and what
  WFRP Careers best represent them.
  THE OFFICERS:
  Those who command the ship, the officers have lives of
  privilege aboard the vessel, with access to private cabins,
  an officer’s mess and, on a pirate ship, an additional
  share of booty.
  Captain: The ship’s captain is the absolute master and
  commander of the ship. Typically a Sea Captain, he will
  also be a Noble or Merchant on most military or
  commercial vessels.
  Mate: All ships will have at least one or two mates, and
  war galleons can have up to ten. Second only to the
  captain and responsible for enforcing his will, mates are
  also often masters. Typically in the Mate Career, on
  board military vessels will also commonly be a Noble or
  Burgher.
  Navigator: Any large ship requires a navigator to
  undertake any but the shortest of trips, although he may
  also be the ship’s captain. Typically in the Explorer or
  Navigator Career.
  Bosun: Also called the boatswain, the bosun is the
  ship’s foreman, responsible for everything above decks.
  Although a true officer, he is of common birth and does
  not eat in the officers’ mess on naval ships. His common
  birth also makes him responsible for conducting floggings
  on ships of all stripes, as this is not a job for a gentleman.
  Typically in the Mate Career or the Foreman Career from
  the WFRP Companion if it is available. 
  THE MASTERS:
  Masters manage the runnning of a ship. They are often
  also officers but need not be. Masters often have aides in
  their roles known as mates; you should be careful not to
  confuse these with the officers of the same name.
  The Master Gunner, Master Carpenter and Master Sail
  Maker are also Idlers, as detailed in the next section.
  Master of the Watch: The highest-ranking officer
  currently on duty always holds this title.
  Master of Sails: In charge of actually sailing the ship,
  the riggers, lookout and helmsman all report to the
  master of sails. On most ships, the captain or navigator
  holds this role. Typically a Mate or Navigator.
  Master of Arms: Also called the ship’s commander,
  the master of arms is in charge of commanding the ship
  during combat. The master of arms is often the captain,
  although on merchant and pirate vessels it may be a
  mate or the bosun. Typically a Mate or Sergeant.
  Master Gunner: In charge of not only training the
  cannon crew, but also of keeping the all the guns
  maintained and rationing the ship’s store of powder.
  Often also a mate or even the bosun. Typically a Veteran
  or even an Artillerist from WFRP Companion if it is
  available.
  Master Carpenter: The master carpenter oversees all
  crew that are skilled at working wood, both when
  conducting day to day repairs and during emergencies
  such as when grounded or damaged by battle. Some
  ships will have a master cooper to oversee the making of
  barrels as well. Typically a Tradesman or even an Artisan
  on particularly wealthy ships.
  Master Sail Maker: An idler who oversees all repairs
  to the sails and rigging, also manufactures line, nets and
  works as a tailor. Typically a Tradesman or even an
  Artisan on particularly wealthy ships.
  Master Artist: The ship’s man-of-letters, the master
  artist supervises the drawing of signs, maps and other
  jobs involving ink. On most ships, the navigator or
  quartermaster holds this role, although chaplains,
  wizards and engineers are all good candidates if present.
  Typically a Scribe or Tradesman.
  Master Striker: Leads teams of hunters to gather
  game or even hunt large fish such as whales and
  dolphins. (Although many a seaman believes killing the
  DWARFS AT SEA
  “Each one a goner means more for the rest!” 
  – Dwarf Pirate Sea Shanty
  Dwarfs are not a natural sea-going race and will often
  refuse to journey in the flimsy wooden craft of
  Humans or Elves. Instead, they construct fleets of
  heavily armoured steam-driven ships known as
  Monitors, Ironclads and Dreadnaughts. Operating
  from the great port of  Barak Varr are companies of
  Sea Axes and pistol wielding Sea Rangers, who
  protect Dwarven shipping and trade interests around
  the Old World.
  Many of the more traditionally minded Dwarfs view
  travelling at sea as tantamount to suicide, an attitude
  that draws some members of the Cult of Grimnir to
  journey upon the ocean waves. These Slayers often
  work as pirates or as crew on the strange underwater
  Nautilus ships, which no sane Dwarf would ever
  contemplate.
  
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
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  later to be bad luck.) On some ships, the master striker is
  also the lookout. Typically a Hunter or a Whaler from
  Tome of Corruption if available.
  THE IDLERS:
  Idlers are those crewmen who do not have to work a
  watch, including those that undertake skilled labour such
  as carpenters, sail makers and even cooks. Idlers are
  often made up of those members of crew who are
  disabled or otherwise unable to do more physical work.
  Pirate ships are a lot less organised than military or even
  merchant vessels, due to the fact that they must carry
  three or four times the needed crew. This allows the
  captain to spread the work among far more people and
  the average pirate only works a fraction of the time of his
  legitimate brethren. Many roles that are considered idlers
  on a merchant or naval ship may well not be regarded as
  such on a pirate vessel, including the ship’s cook,
  chaplain and coxswain.
  Ship’s Surgeon: Commonly only considered an idler
  after a battle or in times of plague, the ship’s surgeon is a
  vital member of a military vessel’s compliment. Pirate
  ships often hire surgeons rather than them being full
  members of the crew, thus most civilised states do not
  prosecute surgeons for plying their trade on pirate
  vessels. On wealthy ships this will be a Barber-Surgeon;
  otherwise, the ship’s cook or master carpenter gets given
  the job due to already having appropriate tools...
  Ship’s Cook: Tradition allocates this job to the oldest
  serving member on the crew. If the ship is lucky, the
  ship’s cook will be a Tradesman.
  Ship’s Chaplain: Mostly found on naval ships to bring
  the blessing of Manann, Myrmidia or even Ulric to the
  voyage. On pirate and merchant ships, chaplains are less
  common but could be dedicated to any God conceivable.
  Chaplins often act as or compliment the ship’s surgeon.
  Typically an Initiate or Friar, with particularly blessed
  ships meriting a Priest or even a Shaman.
  Ship’s Wizard: Uncommon at best on anything other
  than the largest of military ships, a ship’s wizard is a
  master of naval warfare and spells that control wind and
  wave. Powerful wizards that serve on ships are often also
  the ship’s captain. Ships originating from Marienburg and
  Altdorf are the most likely to have a Journeyman Wizard,
  although some pirates hire Hedge Wizards or Sea
  Witches.
  Ship’s Engineer: Required on any Dwarf ship or any
  other ship with unusual features, such as Hellblaster
  Volley Guns, Steam Engines or a multitude of other
  devices created in the Empire or Tilea. The ship’s
  engineer may also be the master gunner. Typically an
  Engineer.
  WOMEN AT SEA
  By some nautical superstitions, a woman aboard is
  considered ill luck – lest the Sea Herself become
  jealous. Other priests often preach that a woman
  aboard is a good thing, for Manann likes a comely
  wench and will keep the seas still for her. In either
  case, this is less than ideal for a woman wishing to
  go to sea. However, these atitudes are not universal
  and indeed, many merchants take their wives and
  children to sea for months at a time, as it is the only
  way to maintain a family life. At the other end of the
  scale many pirate ships have a women or two serve
  aboard, in some cases even becoming the ship’s
  captain.
  Woman wishing to become pirates, marines or other
  seafarers may if they wish, choose to pretend to be
  men and thus avoid being the object of any of these
  superstitions. This pretence is automatically
  successful and requires no tests of any sort. Unless
  the woman reveals her true sex, no one notices.
  Ship’s Cat: This feline is in charge of catching mice,
  rats and other vermin aboard ship. If the ship’s cat is
  harmed most sailors believe the ship will be caught in a
  fearsome squall unless the man who harmed it is thrown
  overboard. Typically a cat, although it may be a ferret.
  Not to be confused with the Cat O’ Nine Tails, also known
  as the Ship’s Cat.
  Cabin Boy: On a naval ship, this is an apprentice
  officer, possibly of noble birth. Some merchant and pirate
  vessels use the term to apply to a crew member
  dedicated to serving an officer. Despite the name may be
  a man or a woman. Typically a Valet, Servant or even a
  Camp Follower.
  THE CREW:
  The ship’s crew are those that work a watch for the
  masters and are the backbone of the ship. Commonly
  they dwell in a communal bunkhouse, sleeping in
  hammocks, although the marines may have a private
  barracks and even their own mess. The typical ship’s
  crew run the gamut from disciplined professionals to
  pressed drunkards and criminals.
  Quartermaster: While on merchant ships the captain
  does all the buying and selling, military and pirate ships
  most often have a dedicated quartermaster. Indeed, on
  pirate Ships, tradition states that the quartermaster acts
  as the crew’s representative and on ships with a strong
  crew, he could even have the power to gainsay the
  captain. Typically a Rogue or Smuggler, some ships may
  be blessed by a Charlatan or Merchant.
  
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  Helmsman: Each watch requires a trained helmsman
  at the wheel to steer the ship. Often the ship’s captain,
  mates and navigator all performed this task, as would
  any pilots hired to bring a ship into harbour. Helmsmen
  are typically a Seaman, Mate or Navigator.
  Coxswain: The Coxswain is only present on the largest
  of ships, the coxswain takes person responsibility for the
  Captain’s personal jolly boat or launch. On some ships,
  the coxswain may also undertake duties similar to that of
  a cabin boy. Typically a Boatman.
  Lookout: One or two riggers, preferably with strong
  eyesight, will act as the lookout for each watch. Stationed
  in the crow’s nest, a barrel lashed to the top of the
  highest mast, they monitor the horizon for land or sail.
  Typically a Seaman or Mate.
  Marines: Military ships and some merchant ships carry
  marines or mercenaries, while on pirate vessels everyone
  pitches in to fight. Even on naval ships, marines are not
  idlers, although they will often spend their watches pulling
  guard duty rather than assisting on board. Specialists,
  such as cannon operators, are either Pirates or Soldiers.
  Rigger: Also known as foretop-men, the handful of
  seamen who work aloft in the sails where they run the
  rigging to furl and release the sails. Due to the constant
  danger of their job, a ship’s crew hold riggers in high
  regard regardless of their stripe. Riggers are typically
  Seamen.
  Seaman: These are the common crew about a ship,
  which do the general work with regard to maintaining the
  ship, making it ready and undertaking other ship related
  tasks. Seamen may also work as carpenters, sail makers,
  artists or strikers. Typically Seamen or Pirates, although
  Reavers and Whalers are also suitable if Tome of
  Corruption is available.
  Swabbie: Crewmen too unskilled to do real work,
  swabbies clean the decks and do all the other menial
  tasks. While they can be in any career without either the
  Sail or Row skill, Entertainers, Thugs and Vagabonds are
  all particularly appropriate.
  – CUSTOMS OF SEA AND SAIL –
  “We loves to go a plunderin’
  Across the Salty Seas”
  – Da Happy Plunderer (Ogre Shanty)
  Many aspects of life in the Islas are unique to the region,
  from strange customs to special equipment and food. The
  following is an overview of some of the many elements
  that can make a campaign set in the Thousand Islas
  distinct.
  GROG
  “Drink this against the cold and drink it against the
  sorrow.”
  – Popular Bokor Saying
  One of the by-products of the sugar plantations of the
  Thousand Islas is rum, a clear distilled beverage of
  fermented sugarcane juice that is aged and coloured a
  dark shade of brown in barrels of oak. Tileans and
  Marienburgers are the Old World’s greatest drinkers of
  this spirit, the latter famous for their notoriously strong
  Alte Geheerentode. Port Cities in the Empire, Estalia and
  Bretonnia also have strong demand for this spirit and
  even the Dwarf port of Barak Varr imports vast quantities
  of the drink. Indeed only the abstaining cities of Araby
  and the refined Elves have no taste for the drink, the
  latter preferring their own wines over this harsh spirit.
  Pirates and other seamen, who have little cash to spend
  and with jobs requiring at least a modicum of sobriety,
  drink a beverage known as grog instead. This is a
  mixture of rum watered down with the ship’s supply of
  stagnant water, occasionally flavoured with nutmeg,
  stored fruit, cheap wine or simply more sugarcane juice.
  The most feared Grog is that brewed by the Slayer
  Pirates of the Dwarfs. Most Humans have little use for
  this drink, which the Dwarfs heavily ‘water’ with
  gunpowder and iron filings for flavour, apart from perhaps
  as an impromptu grenade.
  SHIP’S FOOD
  Keeping good stores of food are a problem on any ship
  and more than doubly so upon the over-crewed ships
  that partake in piracy. Mariners call their basic meal
  salmagundi, served twice a day. A thick pottage of
  mashed onions and bell peppers, the ship's cook flavours
  it with seafood, eggs, citrus fruits and if possible any rare
  spice he can get his hands on. A ship’s crew stretches
  their salmagundi with the addition of hardtack. Baked four
  times, this dense and rather salty bread will keep for
  years, if kept dry and free of ship’s maggots. As it is
  almost inedible dry, sailors soften their hardtack by frying
  it or dipping it grog, coffee or even brine.
  SHIPS OF THE ARABY CORSAIRS
  Some of the most hated pirates in the Southern Sea
  are the corsairs of Araby, who set sail in their strange
  green-sailed Xebec ships.These vessels can have
  two or three masts and sit higher in the water than
  the galleons of the Old World, being faster and more
  manoeuvrable than anything short of the Sea Elf
  fleet.
  Supporting the Xebecs are oar-powered galleys of
  design similar to those of the Empire and Tilea and
  small sailing yachts, known as Felucca boats.
  
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  When they finally make port, many sailors squander what
  coin they have garnered on extravagant eating, buying
  such dishes as whole sides of roasted beef, blackened
  lobsters in cream and spitted suckling pigs. Even more
  frugal souls are often tempted to spend their money on
  simple food that is unavailable at sea, such as sugar
  pastries and fresh apples.
  WEAPONS AND ARMOUR
  While Old World marines most often use naval sabres,
  Pirates are infamous for their use of the cutlass, a heavy
  bladed sword with a short and slightly curved blade, with
  a solid cup or basket hilt. These weapons are ideal for
  close quarters fighting, being short enough to not catch in
  the rigging but robust enough that they can chop through
  lines, canvas and even wood when needed. Naval
  sabres and cutlasses are typically Common to Good
  Quality Hand Weapons.
  Belaying pins are short lengths of carved wood or iron
  that are stored in racks around ships, a vital part of the
  rigging used for securing, (or indeed belaying,) various
  TTURNING
  URNING PPRIVATEER
  RIVATEER
  To turn privateer is to accept Letters of Marque and Reprisal from any of the Old World’s naval states. These
  documents offer a pardon to a ship’s crew for all of their past crimes. In exchange, the crew agree that they will
  from then on engage enemies of the state such as other pirates and will agree to pay a small fee for each ship
  they capture, taken out of profit made from plundering it. Many states insist that advisors accompany such ships,
  to watch over the crew’s behaviour and confirm that they sink the correct target.
  These pardons are by no means a universal, with individual states often having no mind to acknowledge letters
  issued under authority other than their own. Indeed many in the Islas see privateers as hostile, with rumours
  commonplace in Tilean ports that the Directorate of Marienburg grants Letters to pirates operating out of
  Bretonnian and Estalian ports, from which they harass the Tilean treasure ships that pass between the Old World
  and Lustria.
  Privateer ships often bring much needed muscle to the fleets of the Old World, where navies are expensive to
  maintain and outside of the prudence of any but the richest of states. Hiring ships in this manner is especially
  important in Tilea, where due to the calm waters of the Tilean Sea, the navies of the city-states have never
  upgraded beyond war galleys armed with light cannon and crossbow. Tobaro in particular hires many privateers to
  clear out the buccaneers within the southern Fool’s Rocks, as many trade ships tend to avoid its harbour.
  Most ships that turn privateer simply patrol the shipping lanes, engaging any pirate that they meet. In particular,
  many Sartosan privateers patrol those lanes traditionally used by the corsairs of Araby, of whom they have a long-
  standing hatred; this ensures that few Arabyan slavers survive attempting to raid the southern coasts of the Old
  World. With somewhat of a twist of irony, those pirates joining the ranks of the Estalian Privateers will often join
  one of the hated Guarda Costa Fleets that guard the treasure ships and enforce the Averia Tax, although they also
  engage in pirate hunting and even the occasional destruction of pirate enclaves.
  While most privateers simply patrol the shipping lanes, some sign up to join the ranks of the pirate hunters. These
  are essentially naval bounty hunters; captains sign up to hunt down a specific ship or type of ship, receiving the
  bounty when they hand the ship’s captain, (or occasionally just his head,) over to the port that issued the Letters.
  As the world’s oceans are long and ships are fast, real success in this business is hard to come by. Lorenzo Lupo,
  the so-called Laughing Prince of Luccini, is the Old World’s greatest sponsor of this kind of pirate hunting and
  many of the Sartosan captains have worked on his account in between bouts of piracy.
  ropes and lines. Pirates and other seamen are quick to
  utilise them as weapons, either as clubs or for hurling as
  short-range missiles. Belaying pins can be counted as
  Poor to Common Quality Throwing Daggers.
  Boat hooks are another popular improvised weapon, a
  long pole with wicked metal catches and hooks securely
  fastened to one end. The crew use them to pull in rigging
  lines and ropes and also to fish objects and people out of
  the water. Boat hooks can be counted as a Halberd or
  alternatively as a Things-Catcher from Children of the
  Horned Rat, in the latter case they should cost 15 gc with
  an availability of Common.
  The Cat O’ Nine Tails is perhaps the most infamous of
  naval weapons. Used by the bosun to maintain ship’s
  discipline, this long barbed whip is occasionally broken
  out in battle, more for its intimidation value than its
  practical use. A Cat O’ Nine Tails counts as a Whip.
  Finally, pirates and other sailors are famed for their
  unique leather armour, as there is nothing like many
  months at sea to really toughen up your clothing. Pirates
  cure their leathers with crusted salt, spilled rum and other
  
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  less savoury materials. Soft Leather Coats and Breeches
  form a crusty hard finish that offers superior protection at
  the cost of flexibility. The more noticeable side effect of
  this stiffening process is the stench created by this
  impromptu tanning, often enough to drive away animals
  and other humans alike. GMs wishing to represent this in
  game should use the rules for Studded Leather in Old
  World Armoury but note that selling Toughened Leathers
  is next to impossible.
  BINNACLE AND COMPASSES
  “I was caught by King Death’s Rock”
  – A pirate saying that a tide caused by Morrslieb
  ran him aground.
  One of the reasons that navigators are so essential at
  sea is that the Old World is bereft of the compass; due to
  the instability of the Chaos Wastes there simply is no
  magnetic north. Compasses of sorts do exist however:
  fine needles allegedly made of a sliver of saint’s bone
  and blessed by a priest to always point to the saint’s
  homeport. These devices are erratic at best, with most
  captains spending more time praying for their compass to
  work than reading it. The ship’s compass is stored on top
  of a special reliquary column known as a Binnacle, where
  traditionally the ship’s quartermaster or chaplain pins the
  prayers of those aboard.
  Leonardo da Miragliano, famed Tilean inventor, scientist
  and genius, pioneered the creation of compasses using
  needles made of Meteoric Silver. A needle of this
  incredibly rare and expensive metal will, when
  suspended in a solution of alcohol and water so that it
  can rotate freely, point at the greatest concentration of
  powerful magic. As several locations of import are highly
  magical, this can be a great aid to navigation provided
  wizards or priests upon the ship do not cause
  interference.
  In Marienburg, the purchase of magic compasses from
  the Academy of Sea-Magicks is supposedly possible, if
  you can meet their steep price. The privateer captain
  Gentleman Jenkins carried his trusty compass of wizard
  manufacture with him everywhere, relying on its ability to
  give him a heading. None knows what exactly the
  compass pointed to, but often it would lead Jenkins to
  dive deep under the seas until one day, only the compass
  floated back.
  SEA SHANTIES AND SAILORS’ STORIES
  “Now isn't that a story worth a hearin'?” 
  – William Bedriegsteeg, Fort Wilheimsdok
  Drunkard and Raconteur
  Among the mostly illiterate seamen, one way of
  preserving their traditions and culture, as well as whiling
  away the hours of tedium on board ship, is the telling of
  tales and the singing of sea shanties.
  These often tell the tales of famous captains of the past,
  such as Jack O’ The Sea, Ezra Banehand, Cap’n Tim
  Huckleberry or Sacadra the Jinx – mariners whose
  names resonate through the ages. Other songs tell of
  more-recent pirates, such as Luka Silvaro, Jacque
  Rawhead, Luther Harkon or the Dwarf Pirate Lord Gridi
  Scumbeard who terrorised the Black Gulf for many years.
  Some are warning tales such as the ancient tale of El
  Cadavo; the cursed Pirate Lord who returned from an
  expedition in Lustria with all of his crew dead, or the tale
  of Williem Longtooth who pursued what he thought was
  an opulent Estalian Treasure Ship, only to discover it was
  a fearsome Hellship of the Cult of Slaanesh.
  Other songs are tales of morality such as ‘The Sloop
  Johan Bee’ or ‘Sir Olivier Draco and his Hat’, whilst many
  more are simply sung for entertainment’s sake, such as
  ‘What do you do with a Drunken Halfling?’ or the
  infamous Ogre song known as ‘Da Happy Plunderer’.
  GODS AND VENERATED SOULS
  “To dance Morr’s jig” 
  – A common naval phrase, meaning to be hanged.
  Manann is the lord of all oceans and feared by all who
  would make their living at sea. He is by tradition not so
  much worshiped as appeased, demanding offerings of
  gold, wine, fish or even blood. Indeed many of the
  superstitious practices that sailors are renowned for,
  have at their heart avoiding Manann’s wrath, which is
  easy to obtain and hard to abate. As well as Manann
  himself, sailors often pay tribute to his children, the local
  THE PLAGUE FLEET
  “Blood for the Blood God!”
  – Grulmak Deathmonger, Plague Fleet
  Captain of Khorne
  Just as on land, the forces of Chaos are widespread
  on the seas. Many of these ships hail from the Chaos
  Wastes with crews of Beastmen, Norse, Kurgan or
  the Hung. Less exotic are the ships of Old Worlder
  Chaos cult, whose crews are often fleeing the pyres
  of witch-hunters by pursuing a life at sea.
  When not engaged in fighting each other, these ships
  often engage in piracy, raiding ships and coastal
  settlements for plunder, sacrifices and slaves. The
  corrupting power of chaos warps and mutates not
  only these degenerate sailors, but also their vessels,
  resulting in the ships of the Plague Fleet slowly taking
  on the features of their daemonic masters.
  
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  Gods and Goddesses of seas, passages and bays. In
  addition, perhaps due to Norse influence, some pirates
  acknowledge Ulric as Manann’s younger brother, patron
  of all bloodthirsty and savage fighters.
  El Bicho del Mar is the Estalian Shark God, although
  throughout the Islas he is known by his Sartosan name of
  Stromfels. Wreckers, pirates and others who make a
  living by violence on the seas are likely to call upon him
  to grant fortune and favours, although most Estalian ports
  prohibit his worship, burning his cultists alive on the
  stake. The greatest of Stromfels’ servants is the
  legendary beast known to pirates as Daagon, sire of all
  the megaladon. These beasts are a seldom seen gigantic
  breed of shark, ruthless and efficient predators over five
  times larger than any normal species of their kind.
  There are many trivial superstitions practiced by
  seafarers of all stripes. One of the most common of these
  amongst pirates is to never mention the name of Morr,
  lest one wants a quick trip to a watery grave. Instead,
  they name him King Death, portrayed as a massive skull
  faced giant who makes his court on the bed of the
  mysterious Sea of Lost Souls, surrounded by gigantic
  dragon-fish and sunken ships. Although the orthodox cult
  of Morr has little truck with this superstitious aspect of
  their God, some of the Islas are home to Bokor, who
  preach a strange blend of the teaching of the Cult of Morr
  and the traditional Spirit Magic of the Ebonians.
  Many pirates and other mariners worship the Sea Herself
  and pirates take great store in setting trials that will test a
  man afore her judgement. These trials often result in the
  accused man drowning or being consumed by sharks if
  guilty. The most common of these are keelhauling or
  having to balance blindfolded on a beam that runs over
  shark-infested waters. Some shanties portray her as the
  consort of King Death, and it is this factor along with the
  pirates’ emphasis on using her to determine justice that
  have led some scholars to categorise the Sea Herself as
  an aspect of Verbena. Most of the orthodox Cult of
  Manann however considers this belief heretical.
  Of the other so-called civilised Gods, mariners of all
  stripes pray to Shallya, Ranald and O’Prospario when
  appropriate, with some merchant ships containing
  elaborate shrines to them. Myrmidia is popular amongst
  both marines and gunners, who when a-port often seek
  to have a Priest of Myrmidia bless the ship’s guns and
  shot. This custom is especially true for the crew of pirate
  hunters going against the hated Araby corsairs.
  Venerated Souls are very common in the south of the Old
  World, and the Thousand Islas are no exception. Locals
  have named many islas and ports after saints, as notified
  by the prefix Santo or Santa. One of the most famous of
  these is Santa Rajorthan, a Venerated Soul of Manann
  often prayed to by female mariners and women who are
  married to men who work the sea. A vision of long blond
  hair and sea-blue eyes peeking out from under a
  captain's hat, artists ofen take pains to emphasise her
  femininity. This is generally accomplished by leaving off
  important parts of her captain's costume, much to the
  outrage of the priests of the empire. No official records of
  her past exist and it is unrecorded why the Grand Temple
  of Manann in Magritta officially raised her to the status of
  Venerated Soul. This lack of an official history has done
  nothing to stop seamen telling a multitude of popular and
  bawdy stories about her in the dockside taverns and her
  exploits on and off the sea are truly legendary. Those
  women who pray to Santa Rajorthan are often wanting
  skill at navigation or naval combat while those men who
  pray to her are often wanting a woman.
  SHIPS OF THE SOUTHERN SEA
  Galleons are typically around 40 yards long and weight
  around 180 tons, although both vary considerably.
  Originally designed as warships, merchants quickly
  adopted galleons to carrying cargo across the oceans
  and seas and they are a common sight in the ports of the
  Empire. Traditionally the measure of a ship’s power is its
  number of guns, the number of ship’s cannon carried. For
  a galleon, this is most commonly around twenty to forty
  but can be greater, with Bretonnia boasting a full one-
  hundred gun flagship.
  Few ports in the world are deep enough that these
  gigantic galleons can freely moor in their harbours. Even
  famous ports like Marienburg, Magritta and Erengard
  have treacherous channels that may scuttle a galleon
  SIGNS AND OMENS
  “It is a sign, this is an accursed place!” 
  – Captain Seigfried Schmidt, Empire Renegade
  Sailors are a superstitious lot and many go to great
  lengths to appease the Gods and Daemons of the
  sea. 
  Some sailors believe in ship’s spirits known as
  Klybastors, who move or steal possessions, chew
  through rigging and snap oars. It is common to
  attempt to bribe the creatures with bowls of rum or
  grain. As a result, scholars suspect these traditions
  were spread by sailors from Erengrad.
  One of the most feared omens is Manann’s Fire, this
  strange eerie light burns violet, blue or green and
  cascades from the masts and rigging, warning all
  aboard a ship of the displeasure of the Sea God. A
  calamitous occurrence demanding that he is
  appeased with the sacrifice of treasure or blood.
  
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  attempting to make its way to the docks. For this reason,
  pilots are required by many ports to safely guide such
  vessels in. Many of the smaller ports of the Old World are
  simply too small for the biggest ships to moor at all, and
  the only way they can be reached is by the ship dropping
  anchor out in the sea and rowing into port on the jolly
  boat or launch.
  NOTABLE PIRATES AND PRIVATEERS
  “Glimmer-greed grips the hearts of some, while others
  seek words, and others seek blood. 
  Who prevails, I care not. I shall Endure.”
  – Arch Grand Commodore Luthor Harkon,
  Accursed Vampire Pirate Lord
  Many famous ships and their captains operate within the
  Thousand Islas.
  One such captain is Jeremiah Tusk, a pirate and explorer
  who has visited Lustria and the southlands. Captain of a
  dark-green galleon named the Lightning Tree; he is the
  oldest living pirate captain and has been a privateer for
  Tilean, Estalian and even Arabian masters. Infamously it
  was he who also lured an entire Luccini fleet of war-
  galleys into the Fool’s Rocks and then sunk it, ship by
  ship.
  Another infamous privateer is the Duchesse Maria
  Pietronese, who commands her fleet of five triremes from
  her black-sailed flagship, La Nera. She is the bane of
  Bretonnians and Araby corsairs. Dispite being a Pirate,
  she has retained both her noble name and title. She has
  sworn that no man shall touch her who cannot best her
  with a blade; so far, only one man seems to have
  accomplished this feat, the unknown father of her
  daughter Isabella.
  Also known as Bearded John, Henri the Little is the re-
  morseless captain of the massive Demiurge, a sixty-gun
  galleon and one of the largest pirate ships currently
  afloat. Despite this power, Bearded John is a cunning
  captain, always favouring the easy trick over the brute
  approach.
  The Empire’s flagship, the KFL II, occasionally sails
  within the Thousand Islas to defend the Empire’s
  interests and engage in Pirate Hunting. Commanded by
  Lord Admiral Krueger this mighty ninety-gun Great Ship
  outmatches anything available to the pirates of Sartosa
  and no sensible captain would ever seek to engage her.
  The most feared of all pirates in the Islas is undoubtedly
  Long Drong Slayer. His ironclad ship, The Fair Fregar is a
  veritable floating fortress, bedecked with sixty cannon,
  swivel gun and a fearsome prow ram, that Long Drong
  has sailed to Araby, Lustria and even Albion in search of
  buried gold. He is a privateer of sorts, praying on orcs,
  Araby corsairs and any other dangerous looking pirate
  ship that crosses his path.
  For some time the Dark Elf mercenary known as Mengil
  Manhide roamed with his Manflayers within the Black Arc
  known as the Citadel of Spite. Although the Black Arc
  was driven off by Sea Elf patrol ships from Lothern,
  Mengil was reputadly left behind by a trecherous crew.
  Rumours now persist of him striking at targets within Tilea
  and the Border Princes, with some going as far to say
  that he has joined the Assassin’s Guild of either Pavona
  or Verezzo.
  ORC FREEBOOTERS
  “I’ll kill anyone who gets in the way of me killing
  anyone.”
  – Bosun Blige Guttrott, Orc Freebooter
  While Savage Orc tribes content themselves to
  simple raiding in their Orcish War-Canoes, the more
  “civilised” Orcs often gather into bands of
  freebooters, commanded by deranged Orc kaptins or
  kommodores wanting to go a-pirating.
  Lacking any real ability at shipbuilding, these natical
  Orc Warbosses will order their tribe to refit captured
  ships of other races, cobbling together a crude form
  of galleon known as a Hulk. Which the Orcs will then
  equip until it is brimming with all the Orcy weaponry
  that they can find.
  As Orcs lack much skill at sailing, only the largest of
  hulks are  powered by sail. Instead, Orcs favour huge
  tread wheels, a simple product of Orc Teknowlagy.
  Orcs are happy to include anything on their ships that
  they can build, steal or even buy off the Chaos Dwarf
  Engineers. As such, their hulks are often equipped
  with a wide variety of brutal weaponry, ranging from
  crude Bigchukka catapults to huge Killa-Rams, Lead
  Belcher cannon and Iron Claw harpoon guns.
  BEARD SQUIGS
  While Orcs are naturally hairless, some use Long
  Haired Squigs to adorn their heads, faces and even
  Bruggs*.  The fiercest breed of these creatures is the
  Beard Squig, which some nautically minded Orcs use
  to adorn their chins.
  These beasts attack all non-Orcs that come near with
  their hirsute tentacles; each round making 1 free
  attack with 33% Weapon Skill and 1d10+3 Damage.
  (*Bruggs are a most valued part of an Orc’s anatomy)
  
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  CHAPTER THE THIRD:
  ALL HANDS
  “This is undoubtedly the seediest bunch of  cutthroats, villains and scoundrels I have ever seen.”
  – Captain Kermie ‘Sabre’ Druillet, Bretonnian Naval Captain
  Skills: Academic Knowledge (Astronomy, Science,
  Strategy/Tactics), Animal Training, Command+10%,
  Common Knowledge (Bretonnia, Estalia+10%, Tilea),
  Consume Alcohol,  Dodge Blow+20%, Gamble+10%,
  Gossip, Intimidate, Navigation, Perception+10%,
  Read/Write, Row, Sail+10%, Scale Sheer Surface, Speak
  Language (Breton, Classical, Estalian+10%, Tilean),
  Swim, Trade (Cartographer, Shipwright)
  Talents: Ambidextrous, Disarm, Lightning Reflexes,
  Mighty Shot, Orientation, Quick Draw, Resistance to
  Disease, Seasoned Traveller, Specialist Weapon Group
  (Fencing, Gunpowder), Street Fighting, Strike Mighty
  Blow, Swashbuckler, Warrior Born
  Insanities: Terrible Thirstings, Wheel of Dread and
  Pleasure
  Combat:
  Armour (Light): Best Craftsmanship Clothes with
  Padded Jacket
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Rapier (1d10+4, Fast), Pistol with Powder
  and Ammunition for 10 shots (1d10+5, Impact,
  Unreliable), Dagger (1d10+2)
  Trappings: Cologne, Healing Draught, Well thumbed
  copy of Bresallius’ Fencing Almanac, Silver Snuff Box
  marked with an X under the lid, 6 Maps and Charts,
  Telescope, Trade Tools (Navigator’s Instruments), Bottle
  of Poor Quality Spirits,  Ship and Crew (The Morsa, a 44-
  gun Galleon)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  66%
  52%
  48% 45% 59% 58% 51% 62%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  16
  4
  4
  4
  0
  3
  0
  A wide range of personalities roams upon the open seas.
  The following selection is just some of the possible pirate
  archetypes that are abroad within the Thousand Islas.
  EDUARDO DE BARCARROTA
  Sea Captain (Ex Estalian Diestro – Ex Pirate – Ex
  Mate – Ex Navigator)
  “You seem a decent fellow. I hate to kill you.”
  “Begone! We will do nothing today, nothing! Not sail
  nor oar nor depart nor make ready. Can you not see
  that my soul is as empty as these bottles of wine and
  the wind is as forlorn as my beating heart? Begone, I
  say señor, Begone!”
  “Ha! You are not men! You are little girls! Can you not
  see that you face Eduardo de Barcarrota, the most
  feared blade upon all seven seas? Ha! And I say again,
  Ha! ”
  Captain of the much-feared pirate ship known as the
  Morsa, Eduardo de Barcarrota is a pirate and privateer
  that patrols the Southern Seas in search of adventure.
  He wears a lace shirt, black moleskin breeks and jaunty
  feathered hat, and is very much the image of the dashing
  pirate many a maiden wishes would carry her away to
  sea.
  Both an alcoholic and a manic-depressive, his long-
  suffering crew only put up with him due to the fact that he
  is a superb combatant, seaman and navigator who has
  made a name for himself with several acts of daring. He
  is also a superb Diestro, although to be sober enough to
  prove this he traditionally first drinks an entire cup of Ind
  Tea, whitened with a whole egg. His crew are in the main
  Estalians, mostly attempting to cultivate the same
  dashing image as their captain.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  BARÓNY SÁBADO OF KING DEATH
  Pirate (Ex Apprentice Shaman – Ex Shaman – Ex
  Shaman Lord)
  “Do you not fear King Death?”
  “Take this and place within it five drops of your fresh
  blood then drink down, pausing not to breathe. The
  spirits will not bother you this night, for they will not
  dare invoke my wrath.”
  “What can a man who lives under stone truly know of
  death? It is only on the sea that you can learn of King
  Death’s true hungers.”
  Raised on the plantations of the Isla Santa Clair, Baróny
  Sábado is a towering muscular Ebonian. A race of dark-
  skinned humans that originate from the Plain of Tuskers,
  which lies east of the Gulf of Medes south of Araby. He
  was initiated into the Bokor, shamanistic ministers of the
  Cult of the King of Death, as a small boy. Now he attends
  to the rights of the dead, making sure all men buried at
  sea have the appropriate words said over them so that
  they rest peacefully on the Sea of Lost Souls.
  Around his left eye runs a series of five small Gromril
  studs and on his bare arms he wears iron armbands. The
  Baróny hates the corsairs of Araby and willingly signs up
  as crew on the boats of those pirates and privateers that
  promise to hunt them down and kill them, providing not
  only a spiritual advisor and guidance to those aboard the
  ship but also powerful spells over wind and wave.
  Skills: Academic Knowledge (Necromancy, Spirits,
  Theology), Arcane Language (Magick),
  Channelling+10%, Charm, Common Knowledge (Estalia,
  Southlands), Consume Alcohol, Dodge Blow, Gossip,
  Heal, Intimidate+10%, Magical Sense, Perception,
  Performer (Dancer, Singer), Ride, Row, Scale Sheer
  Surface, Speak Language (Dark Tongue, Ebonian,
  Estalian), Swim, Trade (Brewer)
  Talents: Divine Lore (Spirits), Fast Hands, Fearless,
  Lesser Magic (Mistress of the Deep*, the Writhing
  Mists*), Master Orator, Meditation, Mighty Missile,
  Menacing, Petty Magic (Hedge), Public Speaking,
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  40%
  44%
  44% 51% 44% 52% 60% 52%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  4
  5
  4
  3
  2
  0
  TOTEM STAFF
  Academic Knowledge: Spirits
  Powers: Counts as a Quarterstaff. Wielder gains
  the Luck talent if they do not already have it.
  Additionally the wielder may spend a Fortune Point
  when casting any Divine Spell, if he does so he may
  roll an additional Casting Dice.
  History: A common symbol of authority among
  Shamans and Bokor, many traditions demand such
  leader create his own Totem Staff before ascending
  to the highest mysteries of his order. Each totem staff
  is as individual as the Shaman that wields it, perhaps
  carved out of a single bone of unknown origin or
  capped by a gemstone that faintly beats like a heart.
  Carvings or painted glyphs dedicating the staff to the
  spirits or a deity cover such staffs, such as the
  fearsome Skull and Raven Runes of King Death.
  Specialist Weapon Group (Gunpowder), Strike to Stun,
  Street Fighting, Strong-minded, Sturdy
  Combat:
  Armour (Light): Leather Jerkin and Leggings
  Armour Points: Head 0, Arms 0, Body 1, Legs 1
  Weapons: Totem Staff (Quarterstaff, 1d10+2,
  Defensive, Pummelling), Cutlass (Hand Weapon,
  1d10+4), Pistol with Powder and Ammunition for 10 shots
  (1d10+4, Impact, Unreliable)
  *See ‘Chapter the Fourth: Accursed Treasures’
  section for full details of these spells
  Trappings: Iron Armbands, Kettle, Silvered Mirror,
  Snuffbox fashioned from Calf Horn, Bottle of Rum,
  Tambour Drum (Musical Instrument)
  
  - 27 -
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  65%
  58%
  54% 57% 49% 55% 40% 53%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  17
  5
  5
  4
  0
  1
  0
  MAXIMILIAN VON SCHÄDEL
  Captain (Ex Noble – Ex Mercenary – Ex Pirate – Ex
  Veteran – Ex Sergeant)
  “It is nothing personal you understand, it is just good
  business.”
  “Dangerous times call for dangerous men and
  dangerous alliances; as long as the men can fight well I
  don’t care about how well they use the cutlery.”
  “Make ready, stow away and look lively. The enemy
  could be upon us any minute and all lollygaggers will
  suffer my wrath.”
  Skills: Academic Knowledge (Strategy/Tactics), Animal
  Care, Charm, Command, Common Knowledge (Albion,
  Bretonnia, Estalia, the Empire, Kislev, Tilea, the
  Wasteland), Consume Alcohol+10%, Dodge Blow+20%,
  Drive, Gamble+10%, Gossip+20%, Intimidate,
  Perception, Read/Write, Ride, Row, Scale Sheer Surface,
  Search, Secret Language (Battle Tongue), Speak
  Language (Estalian, Kislevarin, Reikspiel, Tilean), Swim,
  Trade (Cartographer)
  Talents: Etiquette, Lightning Parry, Luck, Marksman,
  Mighty Shot, Quick Draw, Rapid Reload, Savvy,
  Seasoned Traveller, Schemer, Sharpshooter, Specialist
  Weapon (Fencing, Gunpowder, Longbow, Parrying, Two-
  Handed), Street Fighting, Strike Mighty Blow, Strike to
  Stun, Swashbuckler, Very Resilient
  Combat:
  Armour (Medium): Full Mail Armour
  Armour Points: Head 3, Arms 3, Body 3, Legs 3
  Weapons: Rapier of Maximilian (1d10+5, Fast), Bronze
  Sigil Buckler (Buckler, 1d10+3, Defensive, Pummelling),
  Pistol with Powder and Ammunition for 10 shots (1d10+5,
  Impact, Unreliable), Long Bow with 10 Arrows (1d10+4)
  Trappings: Nobles Garb, Signet Ring, Healing Draught,
  Bottle of Good Quality Spirits, Unit of Troops, Ship (The
  Tapferkeit, a 24 gun Marienburg Galleon)
  RAPIER OF MAXIMILIAN
  Academic Knowledge: Genealogy/Heraldry
  Powers: Counts as a Best Quality Rapier. Wielding
  this weapon provides an additional Fortune Point,
  which may only be used to re-roll a failed
  Characteristic or Skill Test. (The Fortune Point from
  this item replenishes as normal.)
  History: A potent heirloom of the von Schädel
  family, Maximilian’s Rapier contains a large rough-
  hewn red spinal as the pommel stone. Legends say
  this stone dates back to the time of Sigmar, when
  such stones were used to denote the tribal chieftains
  of the twelve tribes.
  SIGIL WEAPON
  Academic Knowledge: Magic
  Powers: Counts as a normal melee weapon of its
  type. The sigils inscribed upon these weapons
  increase the speed of the warrior who wields them.
  The wielder gains a fixed bonus to all of his Initiative
  rolls based on the metal used in the construction of
  the sigils, the bonus is +5 for copper, +10 for bronze,
  +15 for silver and +20 for Gold.
  History: The Gold Order of Magisters creates these
  rare blades to an ancient formula, with each metal
  used in the blade being restricted to specific rank of
  wizard. Although often created as light fencing
  blades, the ritual allows the caster to emblazon these
  ancient sigils onto any kind of metal weapon and
  transform it into a magic item of this type.
  The black sheep of his family, Maximilian spend his early
  years working as a mercenary and pirate around the sea
  of Claws. When finally caught by the roadwardens and
  sentenced to hang for crimes – including robbery, piracy,
  extortion and horse theft – he decided to “volunteer” to
  serve in the Talabecland Militia as a way to mitigate his
  sentence. Having risen through the ranks to become a
  cunning and resourceful captain of the Empire with
  contacts in all manner of dubious enterprises, he and his
  men are currently moonlighting as mercenaries for
  Bürgermeister Geltmacher of the port of Marienburg by
  undertaking several missions around the Thousand Islas.
  
  - 28 -
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  37%
  44%
  28% 25% 47% 36% 37% 46%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  11
  2
  2
  4
  0
  0
  0
  Skills: Academic Knowledge (Genealogy/Heraldry),
  Animal Care, Common Knowledge (Estalia, Halflings,
  Tilea), Consume Alcohol, Dodge Blow+20%, Drive,
  Gossip, Intimidate, Outdoor Survival, Perception, Sail,
  Scale Sheer Surface, Search, Secret Language (Battle
  Tongue), Speak Language (Estalian, Halfling, Reikspiel,
  Tilean), Swim, Trade (Brewer, Cook, Herbalist)
  Talents: Mighty Shot, Night Vision, Quick Draw, Rapid
  Reload, Resistance to Chaos, Sharpshooter, Specialist
  Weapon (Parrying, Sling), Strike Mighty Blow, Strong-
  minded, Swashbuckler
  Combat:
  Armour (Medium): Mail Shirt over Leather Jack and
  Leather Skullcap under a Captain’s Hat
  SYLVIA SPRUCKWIGGLE
  Halfling Pirate (Ex Militiaman – Ex Mercenary)
  “Surely there must be a safe harbour here somewhere;
  I am completely out of oregano!” 
  “You don't learn from things. You learn from doing
  things. Now shut up and do what I tell you, savvy?” 
  “Shiver me lumbers!”
  Living testament to just what pirates are prepared to put
  up with to have a cook on board, Sylvia ran away to see
  many years ago having become bored in her native land,
  the Moot. Dressed as a diminutive pirate captain, or at
  least dressed in what she feels a pirate captain really
  should wear, Sylvia travels the Islas working as a cook on
  board various vessels.
  Several times the authorities have captured her.
  However, the fact that she is a Halfling combined with the
  fact she is trying so hard to be a pirate she clearly could
  not be one (an excuse helped by the fact she refuses to
  rape, loot and pillage due to it being icky…) has led to
  her always being pardoned of all crimes.
  Rather than a monkey or a parrot, she owns a pet silky
  anteater that she brought from a trader when on holiday
  in Skeggi.
  SILKY ANTEATER
  “Flaubert! Get away, you stupid anteater! – You
  spoiled my entrance.”
  – Mina Onverbiddelijk, Marienburg Actress 
  Looking something like a non-scaly version of the
  Pangolin, which inhabit the Border Princes and
  Badlands, the silky anteater is the smallest of the
  Lustrian anteater species, commonly around a foot
  and a half in length. Silky anteaters have dense
  golden brown or grey fur, with a short snout,
  prehensile monkey-like tail and two very enlarged
  claws for digging.
  Skills: Concealment, Perception+20%, Scale Sheer
  Surface
  Talents: Rover
  Traits: Keen Senses, Natural Weapons
  Combat:
  Armour (None): Silky Fur
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Claws (1d10+1)
  Slaughter Margin: Very Easy
  - Silky Anteater Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  23%
  0% 10% 12% 30% 10% 20% 5%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  5
  1
  1
  4
  0
  0
  0
  Armour Points: Head 1, Arms 1, Body 3, Legs 0
  Weapons: Cutlass (Hand Weapon, 1d10+3), Buckler
  (1d10+0, Balanced, Pummelling), Crossbow with 10 bolts
  (1d10+4), Frying Pan (Improvised, 1d10-1)
  Trappings: Outrageous Pirate Costume, Healing
  Draught, Lucky Charm, Pet Silky Anteater, Bottle of Rum,
  Trade Tools (Cook’s)
  
  - 29 -
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  CHAPTER THE FOURTH:
  ACCURSED TREASURES
  “No pirate worth his salt carries his riches with him”
  – Captain Luko Silvaro, known as the Hawk
  Treasure, be it gold or something more insubstantial such
  spells and other learning, is a vital part of any game in
  the Isla. Pirates dedicate their lives to the acquisition of
  riches, seeking everything from the cargo’s of Marienburg
  clippers to the buried chests of pirate gold that lie under a
  cross on the Islas of the Labyrinth or Fool’s Point Rocks.
  PILLAGE AND PLUNDER
  The point of piracy is to capture loot, such as valuable
  trade goods from lightly defended merchant ships.
  Ship’s cargos are measured in Trade Units, which are
  roughly equivalent to 25 gc worth of goods. Obviously,
  this means they may vary in size considerably, ranging
  from 80 barrels of Safflower Oil to a single small vial of
  Myrrh or Musk. To account for the variable nature of sea
  trade, when a pirate ship captures a merchant vessel or
  the GM otherwise needs to know what cargo is aboard a
  ship, it can be determined randomly.
  Galleys and smaller boats can be assumed to carry 1d10
  Trade Units of cargo, larger merchant ships 2d10 and the
  great Galleons that make up the treasure fleets and
  Marienburg clippers 3d10 or more Trade Units. The GM
  should choose appropriate cargos from the Table
  opposite based upon the Encumbrance and where the
  Ship is travelling. For ships that are engaged in activities
  other than trading, including Warships and pirate vessels,
  half these amounts.
  Of course once these cargos are captured, they need to
  be transferred to the pirate ship, sold to a fence and then
  have the proceeds split evenly among the crew, meaning
  a pirate will be lucky to see a couple of gold crowns per
  ship plundered.
  Common Trade Goods of the Islas
  Trade Good
  Container
  per Trade
  Unit
  Trade Unit
  Encumberance
  Fine Fabrics
  Bolts of Cloth
  Cotton
  4
  400
  Oils
  Barrels
  Bird Oil
  12
  3,600
  Sweeteners
  Jars
  Sugar, raw
  21
  2,100
  Grains
  Sacks
  Barley
  5
  1,000
  Buckwheat
  11
  2,200
  Rye
  8
  1,600
  Perishable
  Foodstuffs
  60
  12,000
  Exotics
  Jars
  Coffee
  1
  100
  Tobacco, Estalian
  1
  100
  Fish
  Crates
  Shellfish
  1
  300
  Squid
  2
  600
  Tuna
  3
  900
  Luxury Goods
  Jars
  Fish Eggs
  1
  100
  Gems
  Pouches
  Pearls
  1
  25
  Livestock
  Heads
  Cattle
  3
  1,800
  Goats
  12
  4,800
  Pigs
  8
  3,600
  Iguanas
  100
  2,000
  Spirits
  Crates
  Wine, Estalian
  4
  1,200
  Metal Goods
  Crates
  Ingot, copper
  5
  1,500
  Ingot, silver
  1
  300
  THE WFRP COMPANION
  While the table opposite lists the Trade Goods
  commonly produced in the Islas, Chapter III of the
  WFRP Companion expands upon this list massively
  and also provides advanced rules for players
  engaging in Trade and Commerce.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  NAUTICAL TREASURES
  Companion Animals: Many important mariners own
  pets, with parrots and monkeys being especially
  popular. The Craftsmanship of such animals may
  reflect not only their pedigree and condition, but
  also their level of training and other habits. For
  example, a Poor Craftsmanship parrot may have a
  blue-mouth and a Poor Craftsmanship monkey
  might be a kleptomaniac. Rules for cats, monkeys
  and various other animals can be found in Old
  World Armoury and Realms of Sorcery.
  Nordlander Net: The fishermen of Nordland are
  renowned for their net making skills, which are
  required when the crabs in the Sea of Claws are
  often as large as cows. The ship’s crew swing
  these large nets from booms of the deck of ships
  to trawl through the sea and capture fish and other
  aquatic creatures.
  Ship’s Compass: These heavy devices are carved
  from the bones of saints and are blessed by a
  Priest of Manann, Myrmidia or Shallya. Although
  they do not point north, sailors believe they will
  point to your homeport in times of need. As well as
  counting as a Religious Relic, a Ship’s Compass is
  often a charm that has a 5% chance to grant a
  +10% bonus to Navigation Skill tests once per day.
  Expanded rules for such charms are located in
  Tome of Salvation.
  Wagenaers: Named after a historical Marienburg
  navigator, Wagenaers are navigator’s notebooks,
  filled with charts describing how to work a ship in
  ports and harbours, with notes of sands, hidden
  rocks and other dangers. These works are often
  eclectic, being in part diaries and ship’s logs, filled
  with secret notes written in exotic languages, with
  sections in code and charts that require a mirror to
  interpret safely. These works are highly prized, and
  seldom turn up for sale on the open market.
  Whalebone Charm: Superstitious inhabitants of the
  Old World often bedeck themselves with various
  lucky charms and trinkets, and sailors are no
  exception. Sailors particularly prize Scrimshaw
  charms formed from Whalebone, paying Hedge
  Wizards to ensorcell them or seeking a Priest of a
  nautical god, such as Manann, to bless them. If
  worn, these charms have a 5% chance to negate
  any Death caused by drowning, as if the Character
  had spent a Fate Point. Expanded rules for such
  charms are located in Tome of Salvation.
  Nautical Treasures
  Animal
  Cost
  Enc
  Availability
  Companion Anteater
  80 gc
  –
  Very Rare
  Companion Cat
  1 s
  –
  Plentiful
  Companion Monkey
  40 gc
  –
  Rare
  Companion Parrot
  25 gc
  –
  Rare
  Companion Snotling
  1 gc
  –
  Scarce
  Item
  Cost
  Enc
  Availability
  Nordlander Net
  30 gc
  600
  Scarce
  Ship’s Compass
  40 gc
  50
  Scarce
  Wagenaers
  500 gc
  50
  Very Rare
  Whalebone Charm
  25 gc
  –
  Rare
  PARROT
  Often a ship’s captain or mate will purchase one of
  these exotic and brightly coloured birds, wearing upon
  their shoulder as a visible display of their wealth. Other
  men even buy parrots as companions to talk to while
  spending a lonely night at sea. Excellent mimics, these
  birds are hand reared from eggs taken from nests in
  Lustria and the Southlands.
  Skills: Concealment, Perception+20%
  Talents: Mimic
  Traits: Flier, Keen Senses
  Combat:
  Armour (None): Beautiful Plumage
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Unarmed (1d10-3, Special)
  Slaughter Margin: Very Easy
  - Parrot Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  38%
  0% 10% 15% 38% 12% 24% 8%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  6
  1
  1
  2 (8)
  0
  0
  0
  
  - 31 -
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  LESSER MAGIC SPELLS
  The following Lesser Magic spells are particularly
  appropriate to spellcasters who spend a lot of time at on
  or near sea, such as Sea Elves, Priests of Manann and
  ship’s wizards.
  Mistress of the Deep
  Casting Number: 14
  Casting Time: 2 Full Actions
  Duration: 1 Hour/Magic
  Range: 12 Yards (6 Squares)
  Ingredients: A Necklace Formed of Coral (+2)
  Description: Beloved of Priests of Manann and
  Elementalists alike, the Sea Elf Mist Mages of the
  Lothern Sea Patrols first taught this powerful spell to the
  spell casters of the Old World. It calls upon the primal
  power of the deep by summoning a spirit from ocean’s
  waters, more beauteous than could be imagined and
  bewitching to hear. You summon one Mermaid, (See the
  WFRP Companion page 123), which appears in any spot
  within range of you. The Mermaid is not under your
  control, but is generally agreeable to serve the caster of
  the spell as long he is not intending to despoil her ocean
  home. This spell fails to have any effect at all if not cast
  near a suitable body of salt water.
  The Writhing Mists
  Casting Number: 13
  Casting Time: Full Action
  Duration: 1 Round/Magic
  Range: 24 Yards (12 Squares)
  Ingredients: A Vial of Salt Water (+2)
  Description: You create a swirling area of salt-scented
  mist anywhere within the range of this spell, shrouding
  your allies with its ethereal caress. Use the Large
  template. All attacks made upon anyone who is under the
  Template at the time of the attack suffer a -20% penalty
  to Weapon Skill or Ballistic Skill as appropriate. In
  addition to this, any individuals starting their round under
  the template may not take Run actions although they
  may make Move and Charge actions as normal. Sea Elf
  Mist Mages first learnt this spell from the Druids of Albion
  and it has now become widely known to naval wizards
  throughout the Old World. Magisters and other magi
  attuned to the Bright Wind teach a variant with the spell
  affects manifesting as smoke, rather than as a sea mist,
  with a vial of lamp oil as the component.
  MAGIC RITUALS
  “My Lord, I feel that now is the time to summon aid
  most ancient and terrible. I speak not of storms or
  lightning, but something far worse. I cannot – will not
  – speak of its name, but I have the spell and I know the
  words of power.” 
  – Varga Schezain, Ship’s Magister of the
  Celestial College
  Conjuring sea monsters requires a ritual specifically
  tailored to the type of monster in question. Rather than
  provide a dozen similar rituals, what follows is a typical
  monster summoning template to help you build monster
  summoning rituals of your own design. (You may find the
  guidelines for designing rituals in Realms of Sorcery
  page 169 helpful.)
  Variants of this ritual exist to summon either the Luskaa
  or the Turtigon from this document as well as the
  Behemoth, Promethean and Triton from the WFRP
  Companion if it is available. In addition, there are many
  other beasts of the sea rumoured to exist in the
  Warhammer World, Such as the Sea Elementals or Sea
  Dragon and Helldrake of the Dark Elf Corsairs, which the
  GM may make available via these rituals.
  Versions of these rituals are known to Naval Battle
  Wizards and powerful Priests, although they may also be
  in the hands of Cultists, such as the cult recently found to
  be worshipping the giant crablike Promethium in the city-
  port of Marienburg.
  Conjuring a Creature of the Depths
  Type: Arcane (Although some cults may teach Divine or
  even Witch Lore variants: Note that some priests take
  distinct umbrage at wizards summoning any sea monster
  that they believe is sacred to their god, this is particularly
  true of the Triton and Megaladon.)
  Arcane Language: Magic (or possibly Arcane Elf)
  Magic: 3
  XP: 300
  Ingredients: An offering of animals or precious
  materials worth 500 gc (This may include slaves for Dark
  Elves and other evil spell-casters.)
  Conditions: The caster must be at sea and at least a
  day’s sail from any land.
  Consequences: You anger the creature, which
  appears but attacks you and your ship instead. The
  creature continues its pursuit until you are either dead or
  on dry land.
  Casting Number: 18 (The GM may instead randomly
  generate this for each individual ritual, using 2d10+8)
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Casting Time: 4 Hours and an additional 1d10 Hours
  for the creature to arrive.
  Description: You summon the monster specified in the
  ritual, which appears in the sea as close as it is able
  without endangering either the caster or itself. The
  creature is generally friendly and you may direct it to do
  tasks such as guarding your fleet, attacking your foes or
  any other tasks as befits the monster’s Intelligence and
  Abilities. Sea monsters will not willingly endanger
  themselves, often diving to the bottom of the sea as soon
  as it takes any Critical Hit. In addition, most sea creatures
  will not enter water that is close to land, unless they have
  a Movement out of water of 4 or more, and will most often
  simply depart if you request they do so. Finally, intelligent
  creatures such as Sea Dragons or the Triton may well
  have their own moral codes that they will not violate
  under any circumstances. They can also be can also
  distracted by opportunities to advance their own aims
  and goals. As long as it is not critically injured, morally
  outraged or otherwise compelled to depart immediately,
  the sea monster will remain for 2d10 days or until its
  requested task has been completed.
  For example: Gugalug Skullbreaker is an Orc Shaman
  Lord who is fed up with Admiral Dramgrim Thunderbrow
  sinking hulks from his Warboss’s fleet and so decides to
  summon some protection. Casting one of his rituals, he
  calls the Promethean to appear and sets it to protect the
  fleet while they sail past Barak Varr. Buoyed up by this
  success he then casts another ritual to summon a
  Luskaa, which he orders it to track Thunderbrow down
  and destroy him. The GM checks the Luskaa’s profile and
  sees that it has a reasonable Intelligence as well as the
  Follow Trail Skill, concluding that hunting a foe down is
  within its capabilities. The Luskaa sets out on the Black
  Gulf and after two days comes in sight of the Anvil of
  Vigilance, Thunderbrow’s Ship and heads towards it.
  However, warned by a War Balloon, Thunderbrow makes
  all steam and beaches his ship on an atoll to avoid the
  maritime menace and after checking its Move is under 4,
  the GM decides that the Luskaa will not risk following the
  Dwarf Admiral to that close to land and has it depart back
  to its ocean home.
  MAGIC ITEMS
  The magic items listed throughout this document are
  just a small selection of the artefacts that could be
  found within the area of the Thousand Islas.
  As with elsewhere in the Old World, such items are
  incredibly rare, with only the mightiest and richest of
  captains and wizards owning one or two such items.
  PIRATE NECROMANCY
  The Rituals ‘Legion of the Dead’ and ‘Summoning the
  Ship of the Damned’ from Night’s Dark Masters are both
  particularly useful to the budding Undead Pirate Captain.
  When a Necromancer raises the corpses of those
  drowned at sea, he may animate them as Bloated
  Corpses rather than Zombies (see Chapter the Fifth for
  details.)
  The Undead Pirate fleets raised by Necromancers are
  often equipped with a variety of cannons, pistols and
  other gunpowder weapons. Centuries ago Luthor Harkon
  used the stolen magic of the Slann to pervert the rituals
  that grant the Tomb Kings of Khemri the blessing of the
  Asp Goddess and instead empower his shambling crew
  to fire their waterlogged black powder weapons. This
  ritual seems to have spread through the ranks of the
  Undead Pirate Lords and troubling rumours come from
  Sylvania of some of the more clinically insane Vampire
  Counts animating rotting levies of Hand Gunners.
  Type: Arcane
  Arcane Language: Magic
  Magic: 2
  XP: 200
  Ingredients: A Defaced Golden Statue of Asaph, A
  Silver Powder Horn full of Gunpowder mixed with
  Warpstone dust and the intact Skull of a Dwarf complete
  with a firearm he owned.
  Conditions: This ritual must be cast on a night when
  Morrslieb is full under an open sky.
  Consequences:  You draw down the fury of Asaph,
  also known as the Asp Goddess, who curses you with a -
  30% penalty to all tests for 1d10 days. Additionally, holy
  green flames immediately consume all Undead you
  control, reducing them to inanimate piles of dust.
  Casting Number: 18
  Casting Time: 8 Hours
  Description: All Undead you control (apart from
  Doomwolves and other bestial Undead) may reload
  Gunpowder weapons and always have at least a 10%
  chance to hit with such weapons, regardless of any
  penalties, lack of Specialist Weapon Group (Gunpowder)
  or indeed their own Ballistic Skill. Guns still need to be
  loaded with shot and powder, and count as Experimental
  rather than Unreliable. Apart from this, the physical
  condition of the weapons or dampness of the powder has
  no detrimental effect. The spell only affects weapons
  from the Gunpowder Specialist Weapon Group (including
  Swivel Guns and Cannons) as Firearms in the ngineering
  Specialist Weapon Group are too complex in operation to
  benefit from this ritual.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  CHAPTER THE FIFTH:
  HERE THERE BE MONSTERS
  “‘allo Beastie.”
  – Kaptain Agog, Orc Freebooter and Whaler
  - Bloated Corpse Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  25%
  0%
  35%
  40% 10%
  –
  –
  –
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag IP
  FP
  1
  14
  3
  4
  4
  –
  –
  –
  Skills: Row, Sail, Scale Sheer Surface, Swim
  Talents: None
  Traits: Frightening, Night Vision, Undead
  Special Rules:
  Aquatic: A Bloated Corpse does not need to breathe
  when underwater. They also have a Movement of 8 in
  water.
  Gaseous Demise: Whenever a Bloated Corpse takes
  a Critical Hit it ruptures and releases a shower of
  unpleasantness. The Bloated Corpse counts as instantly
  slain; in addition, any living characters within 4 yards (2
  squares) must pass an Average Toughness Test or lose 4
  Wounds, regardless of Toughness Bonus or Armour.
  Many a strange beastie lurks under or over the waters of
  the Thousand Islas - sea monsters, Undead, strange
  races and the warped monstrosities of Chaos.
  – BLOATED CORPSE –
  Common View
  “These creatures have hurt me more than any other on
  the seas. Although their blademanship, footwork and
  agility are all non-existent, the damage they did to my
  wardrobe was truly most painful.”
  – Diego Cortez y Maranda, Diestro
  “For certain, the vampires are a scourge upon my
  island and so is their accursed pus ridden crew, so I’ll
  be thanking you to be ceasing in your implications that
  all Sartosans be too acquiescent to the demands of the
  living dead.”
  – Pirate Lord Ferdinand Rackham
  The Scholar’s Eye
  “As the great River Mortis flows freely into the Middle
  Sea it perhaps stands to reason that the creations of
  Necromancy would be more vivacious there, this is
  proven by the fact that the Zombies of the Middle Sea
  are not only more powerful but also more animated,
  able to do complex tasks aboard a ship.”
  – Lord Magister Günther Klaus, Lecturer and
  Dean of the Amethyst College in Altdorf
  “When travelling upon the Sea of Claws, many so-
  called Vampires or Necromancers will summon
  Undead crewmen such as these. Perhaps when the seas
  rise and Sylvania becomes a coastal region, then you
  will see the Von Carsteins raise more Zombie
  Deckhands. Until that ridiculous conjunction of
  circumstances occurs, Zombie Militia will suffice
  them.”
  – Count Rutger von Bleistift, Ostland Noble
  In Our Own Words
  “Yarrrr!” 
  – Dead Tom, Zombie Sea Swab
  Of all the pirates that lay claim to be the scourge of the
  oceans, the most feared are the legendary Sartosan
  Vampires and other practitioners of the Dark Magic of
  Necromancy. They have no need to ever recruit an able
  crew, preferring instead to butcher those serving on
  another ship and reanimating them to do their nefarious
  bidding. When those that recently died in a watery grave
  return to the surface due to necromantic reanimation,
  they rise differently from those buried under soil. Their
  flesh swollen with foul liquid and noxious gases, and
  splits open in melee before the corpse collapses in a
  shower of decomposing organs and poisonous fluids.
  Sartosan Vampires festoon these damned souls with all
  manner of corroding weaponry and set sail to rob and
  plunder every ship they come across.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  Mindless: A Bloated Corpse is an animated cadaver
  with no mind or spirit of its own. They have no
  Intelligence, Will Power or Fellowship and can never take
  or fail Tests based on these characteristics.
  Rank: A Bloated Corpse takes bad personal hygiene to
  completely new levels of unpleasantness and drips with
  foul rancid juices that cause evil black wounds which
  suppurate and fail to heal. Anyone damaged by a Bloated
  Corpse (Including by its Gaseous Demise Special Ability)
  must make an Average Toughness test, if failed the
  victim’s wounds will not heal, either naturally or magically.
  This effect lasts for 10 days or until this poison is treated,
  for example with an Anti Toxin Kit or Cure Poison spell.
  Shambling: A Bloated Corpse is relentless but slow.
  They cannot take the Run action.
  Combat:
  Armour (Light): Leather Jack
  Armour Points: Head 0, Arms 1, Body 1, Legs 0
  Weapons: Hand Weapon (1d10+3)
  Slaughter Margin: Routine
  – GORGONS –
  Common View
  “Basilisk-as, Cockatrices and Gorgons. Why does-a
  every thing in these seas have-a to turn you to stone?” 
  – Paulo, Tilean Naval Mercenary
  “Well, the Tilean men-folk always say that their women
  drip venom from their tongues and that they can kill
  you with a glance, so maybe they are all gorgons, sí?” 
  – Mauricio Casale y Gortez, Estalian Poet
  The Scholar’s Eye
  “One part Wyrmcap Juice to two parts Deathvine,
  strike only from behind. Then carefully harvest each
  venom gland and bring it to me.” 
  – Rikkit’tik, Clan Eshin “Scholar”
  “Images of the heads of Gorgons are sometimes found
  painted in those Grimoires that our order has
  reclaimed from Sylvania. What significance, if any, this
  has is questionable, but indeed it does suggest there is
  a link, if somewhat weak in tenability, between these
  beasts and the get of the Carstein.” 
  – Lord Magister Günther Klaus, Lecturer and
  Dean of the Amethyst College in Altdorf
  In Our Own Words
  “For time immemorial the sole venom on our lips has
  been the name Khalidaneferher and our sole hunger
  for the sweet juices of revenge. Flee this isle mortal
  and cease your questions on matters that concern you
  not, lest I gift you with stony immortality and a place
  forever within our gardens.” 
  – Donatella Mydusus, Gorgon Priestess of Qu'aph
  Forever lurking in the shadows cast by the tombs and
  crypts of the Old World dwell the strange race of
  humanoids commonly known as Gorgons. They are most
  common in Tilea, Estalia and the Border Princes,
  although scholars speculate that these degenerate
  creatures originated in Araby or even further beyond.
  No males of the species seem to exist. Female Gorgons
  are mostly akin to a normal woman in appearance.
  However, rather than a head of fine hair, instead a
  multitude of small snakes grows from her head, each
  seemingly intelligent with its own pair of eyes and a
  deeply venomous bite. In addition to this, each Gorgon is
  equipped with fine needle-like claws instead of
  fingernails, which do nothing to hamper their dexterity. It
  is their eyes which mark their greatest departure from
  humanity, for like the Basilisk and Cockatrice, the gaze of
  a Gorgon can turn their victim’s flesh to stone. Gorgons
  dress in long robes with hoods which conceal their true
  nature. Many wield weapons or other effects looted from
  those they have murdered or plundered from the
  mausoleums where they dwell.
  Despite their savage appearance, Gorgons are highly
  intelligent.Most seem solitary by nature, scavenging for
  what they need whilst others live in small communities
  involved in hunting and farming. Some even set
  themselves up as Witches or Priests of their strange-
  sounding Gods in remote parts of the Old World,
  depending upon local communities to shower them with
  gifts in exchange for charms, potions and divine favour. 
  SHIELD OF THE GORGON
  Academic Knowledge: History
  Powers: Counts as a Shield: Additionally as a Half
  Action once per round, while wielding this shield you
  may force one melee opponent to avert his gaze until
  the beginning of your next round. While their gaze is
  averted they take a -20% penalty to Weapon Skill
  and Ballistic Skill. If you attack an opponent that has
  averted its gaze, you gain a +20% bonus to your
  Weapon Skill Test.
  History: Stored within the vaults of the Imperial
  Armoury in Altdorf, tradition says that Crusading
  Knights looted this shield from the deserts of far off
  Araby. Upon it is embossed the fearsome head of a
  legendary Gorgon, depicted in such detail that that it
  seems to be alive.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - Gorgon Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  41%
  25%
  43% 43% 31% 34% 56% 14%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  17
  4
  4
  4
  0
  0
  0
  Skills: Common Knowledge (any one), Concealment,
  Disguise, Intimidate, Perception, Outdoor Survival, Speak
  Language (any one)
  Talents: Orientation, Rover
  Traits: Frightening, Keen Senses, Natural Weapons,
  Night Vision
  Special Rules:
  Petrifying Gaze: A Gorgon’s gaze can turn creatures
  into stone. It can target one creature it can see within 10
  yards (5 squares) each round. Creatures can avert their
  gaze by succeeding a Will Power Characteristic Test, but
  if they do so, they take a -20% penalty to Weapon Skill
  and Ballistic Skill until the start of the Gorgon’s next
  round. If the Gorgon attacks a creature that averts its
  gaze, the Gorgon gains a +20% bonus to its Weapon
  Skill Test.
  Poisoned Bite: Any Bite attack that a Gorgon makes
  that deals at least 1 Wound will kill a character in a
  number of minutes equal to their TB unless they make a
  Toughness Characteristic Test.
  Serpent Hair: A Gorgon that is grappling an opponent
  can bite it many times with her head full of snakes. Each
  round whilst grappling, the Gorgon may make a Bite
  attack at as a free action.
  Combat:
  Armour (Light): Leather Jerkin
  Armour Points: Head 0, Arms 0, Body 1, Legs 0
  Weapons: Hand Weapons (1d10+4), Bite (1d10+4),
  Claws (1d10+4)
  Slaughter Margin: Hard
  – LUSKAA –
  Common View
  “To know the Luskaa is to know that soon you will go
  down to the Court of King Death.” 
  – Black Amos, Pirate
  “Oh, terrible it was! A mass of grey tendrils and a
  mouth full of row after row of triangular fangs. It took
  me ship and cracked it across the masts, throwing crew
  asunder before dragging them down under the water
  and into its fetid mouth. Hey give me a beer, pal and I
  can tell you how to slay it.” 
  – William Bedriegsteeg, Fort Wilheimsdok
  Drunkard and Raconteur
  The Scholar’s Eye
  “My expedition to the Blue Lacunae proved two things,
  firstly we need to slightly increase the armour of the
  dorsal section and secondly that there are far worse
  things than Giants and Dragons making their home
  under the waves.” 
  – Grungni Firebeard, Dwarf Nautilus Captain
  “If anything proves that the Warpstone concentration
  around the swamps in Tilea is unacceptably high, it
  must be the gigantic corpse recovered by Admiral
  Helmut van Dorf from his expedition to the Fool’s
  Rocks. Combining aspects of Shark, Squid, Eel and
  some form of carapace-bearing mollusc, it clearly is a
  mutated specimen of the highest order.” 
  – Anton van Bergeyk, Lecturer at Baron Henryk's
  College of Navigation and Sea Magicks
  Another strange beast that prowls the Fool’s Rocks, the
  Luskaa is a hideous amalgamation of shark and squid. It
  may be related to the Kraken that the men of Kislev and
  Norsca claim hunts in the waters of the of the Sea of
  Claws.
  Making its home among the Blue Lacunae, a network of
  underwater passageways that riddle the seabed deep
  below the Fool’s Rocks, the Luskaa only emerge to prey
  on boats and ships. The most common place to see one
  is Isla Espiritu, an island to the south of Cera-Scuro
  noted for the masses of coral reef that surround it. Some
  scholars claim that the Isla is where the Luskaa leaves
  the water to lay its eggs, in the manner of a turtle,
  although other scholars scoff at these claims.
  To feed, this terrible beast attacks a ship by striking from
  below, entwining its tentacles over it and pulling it straight
  down to the ocean floor. Fortunately, the beast seems
  few in numbers and attacks are most rare, although
  reports exist of powerful sea wizards and Priests of El
  Bicho del Mar summoning these beasts to destroy ships
  and drown their foes.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - Luskaa Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  57%
  0%
  82%
  74%
  54%
  23%
  61% 0%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  10
  36
  8
  7
  3
  0
  0
  0
  Skills: Concealment, Follow Trail +20%,
  Perception+10%, Silent Move, Swim+20%
  Talents: Frenzy, Strike to Injure, Strike Mighty Blow
  Traits: Terrifying, Keen Senses, Natural Weapons,
  Night Vision, Unstoppable Blows, Will of Iron
  Special:
  Aquatic: Luskaa can breathe underwater. They also
  have a Movement of 10 in water.
  Blood Sense: Luskaa can always “see” any bleeding
  creature in the water, regardless of light conditions or
  intervening terrain. 
  Bony Carapace: The head and body of the Luskaa is
  encased in a thick coating of jagged bone, this provides 3
  Armour Points to the Luskaa’s head and body locations.
  Capsize: A Luskaa can capsize any ships that are not
  Galleons or larger. This takes an attack action and
  requires the Luskaa to succeed at a Strength
  Characteristic test. Luskaa can also crash their tentacles
  onto larger ships. This requires a successful Agility Test,
  and if it hits it does SB+2 damage to the boat, and SB
  damage to the Luskaa itself. Passengers on the ship can
  automatically get out of the way of the falling tentacle,
  unless they are paralysed with fear. (In which case they
  are automatically hit and take the Luskaa’s SB+2
  damage.)
  Drowner: If a Luskaa successfully grapples a victim, it
  tries to drown him. If the victim fails an Opposed Strength
  Characteristic test, he is dragged under any available
  water. See the WFRP Companion page 28 for the rules
  on Drowning. The Luskaa releases the victim if the
  grappling tentacle takes at least 1 Wound.
  Grappler: Any successful Grapple attempt does not
  render a Luskaa incapable of taking actions as normal,
  nor does it confer a +20% Weapon Skill bonus to other
  outside attackers. Further, the Luskaa need only spend a
  half action to maintain or cause damage to all grappled
  opponents, instead of a full action. However, a Luskaa
  does lose 1 Attack from its profile per grappled victim.
  Ink Cloud: A Luskaa can spray an ink cloud into the
  water. This thick black ink covers a 30-yard (15 square)
  radius and blocks out most of the light, counting as non-
  magical darkness which reduces the area illuminated by
  all light sources in the water to 2 yards. (See page 117 of
  the core rulebook.) The ink dissipates in 1d10+2 minutes.
  Powerful Bite: A Luskaa’s huge toothy jaws are so
  deadly that they count as having the Armour Piercing and
  Impact Qualities.
  Tentacles: All hand-to-hand strikes against the Luskaa
  are considered to hit its tentacles unless the attacker
  uses a Half Action to make an Average Agility
  Characteristic Test to reach the head or body. A Critical
  Effect of 1-4 on the tentacles results in the loss of 1 of the
  Luskaa’s Attacks next round. A Critical Effect of 5+ cuts a
  tentacle off entirely, resulting in a permanent loss of 1
  Attack. Tentacle Critical Effects cannot kill a Luskaa.
  Writhing Attack: As long as a Luskaa has at least 6
  Attacks left, it has so many tentacles flailing about that
  that it may make three attacks with the Standard Attack
  option instead of the normal one.
  Combat:
  Armour (None): Bony Carapace
  Armour Points: Head 3, Body 3, Tentacles 0
  Weapons: Bite (1d10+9, Armour Piercing, Impact),
  Tentacles (1d10+9, Special)
  Slaughter Margin: Impossible
  STRANGE BEASTS OF THE SOUTHERN SEA
  There are many tales of great beasts under the seas, such as the Black Leviathan, Gargantuan, Megalodon and
  dreaded Norse Kraken.
  One ancient legend of the region tells of a proud Tomb King of Khemri who uses a huge mummified croc to
  transport his retinue along the coast. While in the grog-shops of the Old World, grizzled sailors whisper that
  certain Orc tribes summon a massive Sea Squig to raid the shipping lanes or that the Skaven of myth travel on
  gigantic bilge rats.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - Turtigon Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  56%
  0%
  64%
  58%
  15%
  14%
  35% 0%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  4
  44
  6
  5
  5
  0
  0
  0
  Skills: Perception +10%, Swim +20%
  Talents: Excellent Vision, Strike Mighty Blow
  Traits: Terrifying, Natural Weapons, Will of Iron
  Special Rules:
  Breathe Fire: Each of Turtigon’s two heads can
  damage with its breath as a Full Action for both. Use the
  cone template for each head. Both breathe a mix of fire
  and steam, dealing a Damage 6 hit to all affected that
  ignores armour.
  Fast Swimmer: Turtigon has a Movement of 8 in
  water.
  Powerful Bite: Turtigon’s Natural Weapons are so
  deadly they count as having the Impact Quality.
  Protective Shell: The nigh-impenetrable shell on
  Turtigon’s back grants him 6 Armour Points to the Body.
  Speed of Attack: With his double heads and powerful
  flippers, Turtigon can attack twice with the Standard
  Attack option rather than the normal once.
  Combat:
  Armour (None): Protective Shell
  Armour Points: Head 0, Arms 0, Body 6, Legs 0
  Weapons: Beak (1d10+7, Impact), Spiny Flippers
  (1d10+7, Impact)
  Slaughter Margin: Very Hard
  – TURTIGON –
  THE MENACE OF THE COAST
  Common View
  “And then, out of thy mists it came. The Turtigon it
  was, huge as a galleon with twin great heads and a fiery
  breath. Well those poor villagers, they ne’er had a
  chance you see, not a chance.”
  – Blind Le Blanc, Inebriated beggar
  “So just ow is I supposet to go an stab that thing in the
  zoggin back then?”
  – Ebeneezer Calypso, Hobgoblin Sneaky Git and
  mercenary pirate extraordinaire
  The Scholar’s Eye
  “Gigantic Two Headed Turtles, Fish Women and
  Sentient Rodents of Unusual Size… One really must
  wonder what stories the ‘professors’ of Tobaro will
  come up with next.”
  – Professor Hans Pfaff, Altdorf University
  Naturalist and Sigmarite
  “I can conform that the mutated sea creature, which
  the Estalian Merchants have quaintly named the
  Turtigon, both exists and is indeed active around the
  waters of the Isla Corazón and the Isla de los Muertos.
  As this threat is providing a hazard to both our
  merchant shipping and our colonial concerns in the
  region, I humbly suggest that a suitable hunting fleet is
  organised to reinforce me in the task of dispatching the
  beast, as a matter of urgency.”
  – Captain Jaymes Geenringsstad, Pirate Hunter
  of House de Roelef
  The Captains of Marienburg thought that the legendary
  Turtigon was naught but an old sea dog’s tale, a fanciful
  imagining told by the locals to scare to the outlanders.
  However, in recent months the malignant beast has
  seemingly awakened, savaging pirate, naval ship and
  honest merchant vessel alike. A gigantic double-headed
  grey-skinned Dragon Turtle that far outstrips its kin in
  power and ferocity; it has already devastated several
  coastal villages in its bloody rampage through the
  Thousand Islas.
  Some sailors speak of a shrine to the beast built upon the
  Isla Cruces, deep within the Fool’s Point Rocks. Here
  dwell primitive tribes of Jungle Kobolds, misshapen ape-
  like Goblins, adapted to swinging through the dense tree
  canopy that flourishes over the Isla. These fearsome
  savages worship the beast, raiding passing ships to
  kidnap sacrifices to their double-headed turtle god.
  JUNGLE KOBOLDS
  Identical in size to a common Goblin, a Kobold has a
  narrower waist and longer arms that give it a distinctive
  gait that is crooked and irregular. Jungle Kobolds are a
  subspecies that have adapted to living in the tree-tops
  of forested areas, swinging from vines to ambush those
  walking or sailing below.
  Jungle Kobolds use the same rules as normal Goblins.
  
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  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  - Zombie Parrot Statistics -
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33%
  0%
  15%
  20%
  18%
  –
  –
  –
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  8
  1
  2
  2 (8)
  0
  0
  0
  Skills: Concealment
  Talents: Mimic
  Traits: Flier, Frightening, Night Vision, Undead
  Special Rules:
  Magic Sink: All wizards and other magic users within
  24 yards of a Zombie Parrot must subtract 2 from each
  die they roll to cast a spell.
  Mindless: A Zombie Parrot is an animated cadaver with
  no mind or spirit of its own. It has no Intelligence, Will
  Power or Fellowship and can never take or fail Tests
  based on these characteristics.
  Necromancer’s Pet: Characters with a Magic
  Characteristic of 2 or more and the Dark Lore
  (Necromancy) Talent or equivalent (such as the Lore of
  Nagash) may take a zombie parrot as a Bound Familiar.
  A Necromancer who has a Zombie Parrot as a Familiar is
  immune to its Magic Sink Special Ability. See Realms of
  Sorcery, page 184.
  Shambling: A Zombie Parrot is relentless but slow.
  They cannot take the Run action. Even when flying.
  Combat:
  Armour (None): Beautiful Plumage, although
  somewhat rotted away.
  Armour Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Unarmed (1d10-3, Special)
  Slaughter Margin: Easy
  – ZOMBIE PARROT –
  Common View
  “Undead? No, no, Azi Ali assures you that he is just
  asleep.” 
  – Azi Ali, Merchant of the Bizarre
  “I think that on the whole, I shall be strongly inclined
  to be sticking to the more traditional alive parrot.” 
  – Pirate Lord Ferdinand Rackham
  The Scholar’s Eye
  “In Araby I have heard the tales that their eastern
  neighbours reanimate ancient birds of prey, so
  massive that they blot out the sun with wingspans that
  run the length of houses. I can only assume they saw
  this… thing and exaggerated as usual.”
  – Albalone, Naval Battle Wizard of the Bright
  Order
  “While the persistent rumours about the ability of
  certain brightly coloured birds, such a Birds of
  Paradise, parrots and the so called Mana-Birds, to
  channel the winds of magic are unproven, strong
  supporting evidence can be found when one applies
  necromancy to such a bird’s corpse and monitors the
  according decrease in all ambient magical energies.” 
  – Anton van Bergeyk, Lecturer at Baron Henryk's
  College of Navigation and Sea Magicks
  In Our Own Words
  “Pieces of eight, pieces of eight!” 
  – Polly, Ex Parrot
  Like their less macabre buccaneer brethren, Vampire and
  Wight captains that have taken up a life of piracy
  seemingly cannot resist owning an annoying and brightly
  coloured bird as a mascot or pet.
  While inevitably more than a little dishevelled in
  appearance, these common nautical trappings of piratical
  minded necromancers are powerful protective talismans
  from hostile magic, dissipating and diffusing the Winds of
  Magic around them. No wizard knows why these
  creatures effect the winds of magic in this way, although
  those necromancers that own such birds can learn to
  mitigate the effect.
  PISTOLS OF KING DEATH
  Academic Knowledge: Theology
  Powers: This brace of pistols fires without recourse
  to powder, although they still need shot, thus they are
  unaffected by being wet. In all other respects count
  as a pair of pistols.
  History: Legend says that Black-Wyrd himself
  carried the Pistols of King Death. Whether he has
  somehow lost them or this set is a copy is unknown;
  whatever their origin they are an unassuming pair of
  pistols of Estalian make, shod in iron with a stylised
  skull as the only maker’s mark.
  
  - 39 -
  An unofficial Scurvy Supplement for Warhammer Fantasy Roleplay
  THE CREDITS:
  GENTLEMAN OF FORTUNE
  “Seize him! He’s one of  Rackham’s filthy, low-down, cutthroat, rat-faced, scurvy-bunch of  rum-
  pocked deck-hands who attacked my ship!”
  – Outraged Merchant
  This document is completely unofficial and in no way endorsed by Games Workshop Limited.
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the
  Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop
  logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets,
  Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device,
  Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo,
  White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
  locations, units, artifacts, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright
  Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used
  without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
  Writing and Layout: Alexander J Bateman
  Playtesters: Dave Perry, Ian Wilson and Paul Wright
  – BIBLIOGRAPHY –
  The following books contain but a small segment of the works referenced for this project. I am additionally greatly
  indebted to all others who have contributed to fleshing out both the background of the Warhammer World and a great
  many authors that have written of the exploits and history of pirates in general.
  “Fell Cargo” by Dan Abnett
  “Warhammer Armies: Dogs of War” by Nigel Stillman with Rick Priestley and Tuomas Pirinen (1998)
  “Man O’War” by Nigel Stillman, Andy Jones and Bill King (1993)
  “Chaos Marauders” by Stephen Hand (1987)
  “Estragon’s Island Campaign” in White Dwarf 297(US) by Eric Sarlin
  “Goblin Ecology” in White Dwarf 268 by Kevin J Coleman
  “Living Ships” in Black Gobbo by Ross Watson
  “On the Waterfront/The Lost Kingdoms” in White Dwarf 196/197 by Ian Pickstock and Gavin Thorpe
  “Shiver Me Timbers” in Town Crier 9 by Tim Huckelbery
  “The Zombie Pirates of the Vampire Coast” in White Dwarf 305 by Andy Hoare and Mat Ward
  Finally additional thanks and appreciation to Leif Ulrich Schrader for his excellent “Under the Sails” fan resource
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/The Thousand Islas - Southern Sea and Piracy WHFRP 2e.pdf