Campaign: Pirates
Act Synopsis
Following the trail of the Waverider, the Blue Marlin sails south to Goldgate, a notorious pirate city positioned on the routes between Zarhalem, the Twin Cities, and the wider southern seas. This is not a lawless free for all, but a rough society held together by pirate custom. Goldgate is violent, dirty, and full of predators, but it is also practical. The people here understand that if pirates cannot coexist in port, pirate power collapses. The city’s unwritten rules are enforced less by courts than by shared interest, reputation, and the certainty of collective retaliation against anyone who breaks them.
For the crew, Goldgate offers the opposite of mystery in one sense and more in another. It is easy to confirm that the Waverider came here. The difficulty is finding out where she went next. Sailors and pirates remember a ship like the Waverider, but captains who survive do not casually reveal their destination to pirates.
Goldgate and the Pirate Code
Goldgate should feel like a pirate haven that functions because even brutal people need rules. In practice, the city runs on a local understanding of the broader Pirate Code.
For the crew, a few customs matter more than any others:
- No weapons in city brawls.
- No attacks on ships within sight of the city.
- No theft from fellow pirates.
- Safe harbor for any non naval ship willing to respect the code.
The result is a place where insults, grudges, drinking, bargaining, prostitution, and intimidation flourish openly, but full bloodshed is held in check by communal self interest.
This makes Goldgate dangerous in a different way than a battlefield. Violence is near at hand, but usually delayed, redirected, or ritualized. A man may grin, threaten, and slam his fist into your face in front of a crowd, but drawing steel would turn the port against him.
Following the Waverider’s Trail
Soon after arrival, the crew confirms that the Waverider passed through Goldgate. People remember her as an extraordinary vessel and remember Captain Solonex Virellus as the kind of man who drew attention without begging for it. The trail does not open much farther than that at first. The Waverider was seen, talked about, admired, and resented, but not easily traced onward.
After enough asking around, the crew hears of a better lead. Captain Striker of the Orca Supreme once attempted to shadow the Waverider, likely hoping to isolate and seize her once she left safe waters. He failed. That failure may make him one of the few men in Goldgate who followed the ship closely enough to know where she went next. He has since lost his ship, and is living in Goldgate, trying to scrounge money for a new ship, then losing them to wine.
Finding Striker
Finding Striker becomes the key concern of the crew. Goldgate should be played as an open social search through taverns, wharves, alleys, brothels, cheap gambling dens, chandlers, smugglers, riggers, and idle captains trying to turn gossip into coin. The crew is not solving a puzzle so much as pushing through a living harbor full of lies, half truths, personal grudges, and opportunists.
This phase should also establish tone. Goldgate is crowded with hard faces, stolen wealth, damaged bodies, and people living one lucky season away from ruin. It is also a place where sea stories are currency. The crew can make progress through intimidation, charm, bribery, observation, old rumors, or favors.
Bloodwake Returns
During the search, the crew runs into an old enemy: Captain Vexar Bloodwake of the Prowler. The encounter turns into a public confrontation before nearby pirates intervene and remind both sides of the city’s rules. The cry of "fists only" stops the scene from becoming immediate slaughter. Bloodwake backs off, but not with any loss of menace. Instead he promises settlement later, at sea, on ground that favors him. This should feel less like a failed fight and more like a threat postponed. The city denies him instant revenge, not revenge itself.
That moment is important because it changes the mood of the whole arc. After this, the crew knows they are not just investigating. They are being watched by a patient predator.
Captain Striker’s Story
Eventually the crew finds Striker deep in drink and decay, trying and failing to buy back some sense of dignity in a tavern that has seen too many ruined captains. A little coin, enough drink, or the right handling gets him talking. He tells the story of how he tried to stalk the Waverider and why he failed. In the telling, the crew gets a second hand glimpse of Solonex and his officers as they were in motion: capable, alert, hard to surprise, and clearly not drifting without purpose.
Striker’s account gives the key lead. The Waverider continued on to Zarhalem. He may also offer sharper memories of particular figures aboard, especially Solonex and Ulfar Strongaxe, giving the Blue Marlin a more vivid sense of the people they are following rather than just the route they sailed. The crew leaves this scene with their next destination, but also with a stronger sense that the Waverider was already moving under growing pressure and danger.
The Trap Outside the Harbor
The crew believes the job is done. They have the next lead and can sail on. That confidence dies when they prepare to leave Goldgate and discover the Prowler waiting at the edge of the city’s protection, covering the exit. Bloodwake did not need to strike in port. He only needed patience.
This is where Galenor becomes crucial. He confesses that earlier in his shipbuilding career he designed the Prowler. Because of that, he understands exactly what it is: a fast, vicious interceptor built to overtake, pin, and board ships like the Blue Marlin. He makes the situation plain. In open water the Blue Marlin can outrun any ship, but in a constrained departure with the Prowler already positioned, they cannot count on speed alone. They also cannot expect to win a straightforward fight. The Prowler is designed for one thing, and one thing only: attacking ships. The arc’s final problem is therefore not "defeat Bloodwake" but "find a way past him."
Arc Purpose and Tone
This is a shorter, more social arc built around pirate culture, maritime pressure, and delayed violence. It gives the crew a direct look at pirate society functioning on its own terms, confirms the Waverider’s passage through a major pirate haven, and turns Bloodwake from remembered trouble into a present danger. Goldgate is not the place where the crew solves every problem. It is the place where they get the next lead, make an enemy’s hatred personal, and discover that leaving with the truth can be harder than finding it.
The arc ends once the crew finds a way to bypass or outplay the Prowler and escape Goldgate’s waters. From there, the trail continues toward Zarhalem.
Arrival
| Story |
|---|
| The Blue Marlin eased into Goldgate beneath a thicket of masts, patched sails and screaming gulls. The city rose around the harbor in a mass of timber, rope, canvas and crooked balconies, built without plan and left standing by sheer stubbornness. Taverns leaned into brothels, brothels spilled into gambling dens, and every lane seemed made to pull stolen silver from pirate hands. Tar, fish, spilled ale, perfume and piss fought in the air. |
| Scarnax led the way down the gangplank, steady and broad shouldered, with Pelonias, Nasheem and Grishna close behind. They had barely stepped onto the dock before a thickset harbor master blocked their path, brass token at his throat and a face that suggested he had broken up more than one dockside argument with his fists. |
| "You are new," he said. "So hear it once. Fists only in the city. No attacking ships within sight of the city. No stealing from other pirates. Any non navy ship that keeps the peace is welcome. Break that, and the port spits you out." |
| Scarnax gave a short nod. "Understood." |
| The harbor master grunted, stepped aside, and waved them on. "Drink, gamble, whore, trade, lie, and lose your coin if you like. Just do not make me hear your names before sunset." |
| They moved into the city and were swallowed at once by shouting streets, open markets, painted doorways and men already drunk before midday. Nasheem looked around at the endless press of vice and trade and said dryly that the whole place seemed built to relieve pirates of their plunder. Pelonias watched the crowds in silence, reading the harbor’s moods as carefully as he would read a coastline. Grishna simply looked unimpressed. |
| A drunken pirate lurched out from a tavern doorway, saw her, and made some crude remark about what a strong woman might be good for. Nasheem started forward, face hardening, but Grishna was quicker. She caught the man by the front of his tunic and lifted him clear off the ground with one hand. His bottle dropped and shattered on the planks. |
| For a moment the street paused. Heads turned. Then voices rose at once from nearby doorways and stalls. |
| "Fists only." |
| "No knives." |
| Nobody fled. Nobody reached for steel. The city was not shocked by violence. It was simply making sure violence stayed inside the rules. |
| Grishna held the man suspended long enough for the fear to settle into him, then set him aside with enough force to dump him in the mud. Laughter broke out around them. One dockworker cuffed the man across the head and told him to stop making trouble he could not survive. |
| Scarnax watched him crawl away, then glanced out over the streets of Goldgate. The place was rough, filthy and predatory, but it was not chaos. It governed itself the way pirates governed anything, through greed, pressure, and the shared understanding that some lines had to hold, or everything would fall apart. |
Goldgate should make a strong first impression as a city that is both chaotic and functional. It is loud, crowded, ugly, and alive with vice. The harbor is thick with patched sails, leaning piers, and ships that look stolen, rebuilt, and stolen again. The streets climb upward in a sprawl of taverns, drinking dens, gambling rooms, brothels, rope sellers, fish stalls, pawnbrokers, and markets, all pressed together without plan. The whole place feels built for one purpose: to strip pirates of the wealth they dragged in from the sea.
What matters is that this is not random disorder. Goldgate is rough, but it rules itself. The people here are used to violence, but they also understand that too much of it would ruin the port for everyone. That gives the city a distinct mood. Threats are common. Fistfights are normal. Open murder is not. The atmosphere should feel tense, dirty, and predatory, but also practical. Goldgate works because everyone has a stake in it continuing to work.
Asking Around About the Waverider
The initial search should feel broad, messy, and very social. There is no single clear trail. Instead, the crew works its way through taverns, docks, alleys, chandlers, gambling tables, whores, old sailors, idlers, and merchants who have all heard something and most of whom want something in return. This is a city where stories are currency, and people often trade in rumor as much as fact.
Reactions should vary sharply. Some people are suspicious of strangers asking questions. Some are evasive because they do not like giving useful information away. Some are merely cautious in the way all long surviving pirates are cautious. Others, especially the drunk, become loudly friendly and eager to tell stories whether asked or not. The crew should hear a flood of tales about the Waverider. People remember it as a remarkable ship. They remember her size and beauty. They remember that she stood out. Some remember Solonex Virellus as calm and sharp eyed. Some remember the crew only in fragments. The problem is that all of these stories stop at the same point. The Waverider was here, yes. Everyone knows that. Where it went next is the piece no one seems able to provide.
This phase should create the sense that the crew is making progress without actually advancing. They are gathering color, confirmation, and atmosphere, but not the one fact they need.
The Useful Lead
Eventually, the crew gets the first real lead almost by accident, through someone well below the rank they had been chasing. A former crewman of the Orca Supreme, Hobb Rell, now washed up and reduced to whatever work or begging keeps him fed, overhears enough to realize what they are after. He was no officer, only a kitchen helper, but he remembers the voyage well enough to matter.
He tells them that the Orca Supreme once shadowed the Waverider, hoping to isolate her and take her by stealth. He does not know where the ships finally came together, and he knows little of the command decisions, but he does know the attempt went badly. The Orca lost a good many men and took damage in the process. Worse followed on the way back. Already wounded and weakened, the Orca Supreme was attacked by another ship and lost outright.
The former crewman does not know the destination of the Waverider, but he does know one thing that matters: Captain Striker survived. He is still in Goldgate, trying to scrape together enough coin to buy a new ship, and then drinking it away before he gets close. If anyone in the city knows where the Waverider was intercepted, it is him.
Hobb Rell
Hobb is a former kitchen helper from the Orca Supreme, now washed up in Goldgate and living on scraps, odd work, and old grievances. He is thin, stooped, and permanently greasy looking, with the tired eyes of a man who has spent too much of life taking orders and too little of it being thanked. He is not impressive, and that is precisely why he works. Nobody looking for pirate officers would think to start with him.
Hobb is the first genuinely useful lead. He remembers that the Orca Supreme shadowed the Waverider in hopes of taking her. He was too low in rank to know where they finally came together, but he knows the attempt went badly. The Orca lost crew, took damage, and then, on the way back, was attacked by another ship and lost. Most importantly, Hobb knows that Captain Striker survived and is still in Goldgate, forever trying to raise money for a new ship and forever pouring it back into wine. Hobb cannot solve the mystery, but he can finally point the crew toward the man who might.
Purpose of This Phase
This opening search phase is there to establish Goldgate properly before the arc tightens. It lets the crew experience the pirate city as a living place rather than just a clue station, and it confirms that the Waverider truly passed through while withholding the next step just long enough to build some frustration. The lead to Striker should feel earned. The crew has not solved a puzzle so much as pushed through enough filth, noise, caution, and drunken memory that the right broken man finally surfaces.
Finding Striker
Once the crew has the name, the search narrows, but only in theory. Goldgate is still Goldgate. Knowing that Captain Striker is somewhere in the city does not make him easy to find. He has no fixed office, no respectable inn, and no stable place in the world anymore. He drifts between taverns, drinking dens, gambling holes, and whatever corners of the city will still tolerate him, always trying to scrape together coin for a new ship and always failing to hold onto it.
This phase should be played as a looser social search through the city’s underbelly. The crew follows rumors, half directions, bad descriptions, and the memories of drunks who may or may not be useful. Some point toward a tavern he left three days ago. Others swear they saw him at a card table that same morning. A few insist he is dead, ruined, or already gone to sea again. The point is not efficiency. The point is to let the crew move deeper into Goldgate, meeting the kinds of people who orbit a fallen pirate captain and the broader world that keeps swallowing men like him.
A Gallery of Goldgate Faces
To support this search, the Game Master can draw from a gallery of colorful locals: dockside drunks, bitter old sailors, failed gamblers, brothel workers, pawn brokers, slave traders, runners, rope sellers, petty smugglers, and men who once sailed under better captains and now live off stories. These people do not exist only to hand over information. They give the city texture, create tone, and let the search feel alive. Some are useful. Some are liars. Some are funny, pathetic, dangerous, or strangely kind. Together, they make Goldgate feel like a place rather than a sequence of clues.
Have a good mix of several useless faces for each bit of usable information.
Bloodwake Before Striker
Before the crew finally reaches Striker, the search should be interrupted by their encounter with Captain Vexar Bloodwake of the Prowler. That scene matters because it changes the feel of the search. Up to that point, the crew is hunting information in a rough pirate city. After Bloodwake appears, they are doing the same thing under the eye of a personal enemy.
This means the search for Striker should not feel too clean or direct. It needs enough time and movement to let Goldgate breathe, to introduce its people, and to give Bloodwake room to step into the arc before Striker finally does. Striker is the destination of this phase, but the road to him is part of the point.
Goldgate Person Gallery
Use these people as color, obstacles, red herrings, or stepping stones during the search for Captain Striker. Most should not feel like clue dispensers waiting in place. They should feel like people with their own habits, vices, grudges, and small ambitions, who may or may not be useful depending on how the crew handles them.
A good rule for this phase is that useful information should sit among several memorable dead ends. Even the people who know nothing important should still leave an impression.
Not every contact needs to advance the search. In fact, most should not. The strength of this phase comes from making Goldgate feel crowded with people who might matter, but often do not. Let the crew chase bad leads, hear contradictory tales, and slowly learn which sorts of faces are selling fantasy and which are selling memory.
When you finally place Hobb or another real lead in front of them, it should feel less like a clue appearing on schedule and more like the crew has finally pushed through enough noise, greed, ruin, and bad luck to hit something solid.
Jorra Pike
Jorra Pike is a broad shouldered fishwife in her fifties who runs a stall near the lower docks and speaks like she is permanently halfway through an argument. She has arms like a butcher, a missing front tooth, and a talent for insulting people so naturally that it almost sounds affectionate. She has lived in Goldgate long enough to know half the harbor by face and the other half by smell.
She knows no real details about the Waverider’s destination, but she remembers the ship very clearly and will loudly insist that nobody who saw it could forget it. She also knows that Striker is still alive, because he occasionally turns up trying to sell worthless trinkets or borrowed promises for drink money. If treated with respect, she can point the crew toward places where broken captains tend to wash up.
Vako "Lantern Jack" Sen
Vako is a lean, twitchy lamp seller and fixer who operates out of a narrow shop crammed with oil, lantern glass, signal shades, and stolen ship fittings. He smiles too often, laughs too quickly, and always gives the sense that he is measuring how badly someone wants what they are asking for. He is not brave, but he is slippery, and he has survived by staying useful to people more dangerous than himself.
He claims to know everything about everyone in the harbor, which is a lie, but not a total lie. He knows a hundred scraps of gossip, most of them partly true. He can provide rumors about Striker’s latest haunts, but at least half of what he says should be wrong, outdated, or mixed with inventions intended to make himself seem more valuable.
Mother Sella
Mother Sella runs a cramped drinking den called the Net and Nail, where the ale is thin, the floor is sticky, and the customers are usually too tired or too ruined to cause much trouble. She is an older woman with gray hair bound in a scarf, a face like dried leather, and an expression that suggests she has already heard every lie a sailor can tell. She speaks little, watches everything, and remembers debts with unnerving precision.
She has seen Striker more than once and dislikes him not out of hatred, but out of weary contempt. In her view he is one more proud fool rotting in public. She knows which dens he prefers when he still has coin and which ones will let him sit around once he has lost it. She will not help for free, but what she sells is usually true.
Pell Vane
Pell Vane is a young former deckhand with a handsome face gone soft from drink and bad luck. He dresses as if he still imagines himself one good turn away from a comeback, with bright scarf, polished boots, and the sort of confidence that keeps collapsing halfway through a sentence. He likes telling stories about the great captains he once served under, and each retelling improves his own part in them.
He knows almost nothing useful, but he is extremely eager to seem important. Pell can waste a great deal of the crew’s time with dramatic nonsense, invented near misses, and suspiciously convenient recollections. He is there to show how Goldgate breeds men who live on the fumes of their former lives.
Yadra Coil
Yadra is a brothel worker and occasional information broker who has learned that men with full cups and wandering hands will tell you almost anything if they think you are not listening. She is calm, sharp, and difficult to rattle, with a dry sense of humor and the patient manner of someone who has heard too much and judges very little. She dresses well by Goldgate standards and keeps herself a little cleaner than the city around her, which makes people underestimate how hard she really is. She is unusual in that she is a free woman working in a brothel, not a slave.
She does not know where the Waverider went, but she knows who has been asking about old ship stories and who has been trying to avoid certain names. She can point the crew toward a former Orca Supreme hand if they make the right impression or pay properly. She is useful not because she knows the answer, but because she knows who has recently circled around it.
Gorren Bale
Gorren is a bald, scarred rope seller who works under a patched awning near the upper piers. He is taciturn, suspicious, and prone to staring too long before answering, as if deciding whether speaking is worth the trouble. He hates waste, hates loud people, and hates being hurried. For all that, he has a private streak of decency he would deny under torture.
He remembers seeing the Waverider from the docks and still sounds annoyed by how beautiful it was, as if no ship should have the right to make other captains look poor. He does not know where it went, but he does know that Striker flew into a black rage after failing to catch it. If pressed carefully, he will suggest that anyone who wants the truth should stop asking men who watched from shore and start asking men who failed at sea.
Nessa Brine
Nessa is a runner and message carrier, no more than sixteen, quick as a rat and twice as hard to corner. She darts through Goldgate carrying notes, gossip, tokens, and sometimes things best left unnamed. She talks fast, grins easily, and has the dangerous confidence of someone who thinks speed can solve every problem. So far, for her, it mostly has.
She knows where people were yesterday, not where they will be tomorrow. That makes her useful in a city where most lives are unstable. She may have seen Striker staggering into one house or out of another, or know which tavern currently tolerates him. Her information is immediate and practical, but rarely deep.
Harven Crow
Harven is a failed gambler with elegant manners, stained cuffs, and the haunted eyes of a man who is always doing sums in his head and always coming out poorer. He speaks politely even while lying, carries himself like a gentleman long after the city stopped believing him one, and is endlessly willing to attach himself to strangers if he thinks there may be a meal or a coin in it. He is not dangerous in a direct sense, but he is corrosive, the kind of man who leaves pockets lighter and conversations muddier.
He knows nothing solid about the Waverider or Striker, but he claims to know both. He is ideal for misdirection, wasted time, and the general sense that Goldgate is full of men who survive by making themselves briefly useful. If the crew is gullible, Harven can lead them on a merry little tour of disappointment, for a reasonable price.
Toma Vesk
Toma is a one eyed cooper who repairs casks for ships and waterfront dens. He is square built, perpetually annoyed, and has sawdust in his beard no matter the hour. He dislikes pirates in the same way a stablemaster dislikes horses, as necessary creatures with too much appetite and too little sense. He pretends not to care about anyone’s business, but in truth he notices an enormous amount simply because his workshop sits where so many people pass.
He knows of Striker by reputation and by smell. In Toma’s view, the man is a ruin in boots. He can identify several taverns where Striker has tried to raise money, borrow money, or drink away money. He is useful because his information is plain, practical, and without drama.
Shira "Softstep" Mallen
Shira is a petty smuggler and part time fence with a talent for moving through crowded streets as if she were made of smoke. She is small, quick eyed, and permanently amused by other people’s mistakes. She enjoys bargaining for the sport of it and treats most conversations as contests she intends to win. There is very little sentiment in her, but a great deal of style.
She does not know where the Waverider went, but she knows the shape of recent rumor. She has heard that someone from the Orca Supreme survived and still drinks in the city, and she can narrow the search to the right district. She is best used when the crew needs a nudge that feels like it was won through negotiation rather than handed over.
Dren Morholt
Dren is a crippled old sailor with one leg, a carved cane, and a magnificent voice he insists on using whether anyone asked for it or not. He sits outside taverns telling stories in exchange for drink, and every story grows better with each cup. He is theatrical, vain, shamelessly self romanticizing, and in many ways impossible. He is also exactly the sort of man Goldgate breeds in quantity.
He knows little of real value, but he is excellent for atmosphere. He remembers ships by how they looked against sunset, captains by their coats, and disasters by how loudly men screamed. He may provide a vivid but useless tale about seeing the Waverider in harbor, or spin some grand nonsense about duels, storms, and pirate queens that helps set mood while obscuring truth.
Raska Three Fingers
Raska is a dockside bully, porter, and sometime enforcer who has broken his nose often enough that it now points in a direction of its own. He is thick necked, loud, and always one insult away from making a scene, but he is not stupid. He understands exactly how much violence Goldgate will tolerate and how much it will punish. He likes to play at being more dangerous than he really is, because in a city like this reputation does half the work.
Despite his name, he has a full set of fingers, and if asked about it, simply states "The other guy only has three now."
He knows very little about the Waverider itself, but he knows the sort of men who would remember it and the sort who would lie about remembering it. He can steer the crew toward harder, rougher taverns where old boarding hands and washed out raiders gather. He is useful when the crew needs access to the more openly hostile side of Goldgate, but dealing with him should always feel like handling an aggressive dog that might decide to bite for sport.
Miren Vale
Miren runs a narrow gambling room above a chandlery, a place with low ceilings, bad air, and tables polished smooth by desperate hands. She is elegant in a faded way, with carefully pinned hair, an unreadable smile, and the cold patience of someone who has spent years watching greed undress itself. She speaks softly enough that people lean in, which lets her control more conversations than most notice. In the back rooms, she has slave girls serving the customers' desires, keeping any winnings in the house.
She knows who has lost coin recently and who has won enough to become briefly visible. That makes her useful in tracing Striker, because a ruined man chasing a new ship leaves a pattern of failed wagers, borrowed money, and unpaid drink. She will not volunteer anything without a reason. Coin helps, but what she enjoys most is leverage. If the crew gives her something amusing, embarrassing, or profitable, she is much more likely to help.
Old Bren Kask
Bren is an ancient dock loafer who seems to have turned permanently into driftwood without technically dying. He spends his days on an upturned crate by the harbor chewing on saltweed, insulting passersby, and claiming to remember every ship that ever entered Goldgate. Most people ignore him until he says something uncomfortably accurate. He smells of stale brine and old socks, and his beard has likely trapped enough crumbs to qualify as a pantry.
He remembers the Waverider as "that damned silver swan that made every proper ship look like a fish crate." He has no idea where she went, but he knows who watched her with more hatred than admiration. He can name a few captains who took special interest in her arrival, including Striker. Bren is useful because his memory is strong, but his delivery is buried under abuse, rambling, and self importance.
Falia Dusk
Falia is a singer in one of Goldgate’s better taverns, if "better" can be used for any place where knives are tied to chair legs under the tables. She has a deep voice, a watchful gaze, and the kind of poise that makes men forget they are saying too much around her. She knows how to smile without promising anything and how to leave a pause hanging until someone fills it with secrets.
She hears a great deal and repeats very little. She knows which captains are ruined, which ones are pretending not to be, and which sailors are trying to drink themselves past memory. She might know that Striker has been seen more than once in a particular district, or that former Orca men still turn up at certain houses. She is useful as a subtle guide to the city’s emotional currents rather than as a blunt source of facts.
Jex Marr
Jex is a lanky, perpetually sunburned ship supplier with bad teeth and excellent bookkeeping. He sells rope, tar, sailcloth, nails, lamp oil, and anything else that keeps rotten ships afloat one more season. He hates bargaining, hates thieves, and hates pirates in general, which in Goldgate means he spends every day surrounded by things he hates. That has given him a dry, corrosive wit and the habit of speaking as though all customers are personal insults.
He knows who is trying to repair a ship, who is trying to pretend they still own one, and who comes in asking impossible questions about costs. He may know that Striker has been pricing fittings he cannot afford, or pestering for favors with grand promises about a comeback. Jex is useful because he sees the practical side of ruined ambition. Men dreaming of ships always eventually have to ask what ships cost.
Veyra Hush
Veyra is a fence, buyer of stolen goods, and quiet broker of arrangements too embarrassing to be handled in daylight. She dresses plainly, speaks softly, and keeps her rooms cleaner than anyone in Goldgate finds natural. That alone makes people uneasy around her. She has the look of someone who misses nothing and forgives even less, but she is never theatrical about it. That makes her more intimidating, not less.
She knows very little directly about the Waverider, but she knows the movement of valuables through the port and the men who become desperate enough to sell heirlooms, officer’s coats, spyglasses, or old trophies to keep drinking. She may have bought something from Striker or from one of the men who once sailed with him. She is useful if you want information to feel costly, quiet, and a little dangerous.
Dalo Finn
Dalo is a smiling liar with the face of a choirboy and the morals of a rat in a grain store. He makes his living carrying messages, arranging meetings, and taking small cuts from things that do not belong to him. He flatters instinctively, lies gracefully, and backs away from real danger with the reflexes of a born survivor. He would sell his own mother for a silver piece, then swear he did it for love.
He knows all sorts of things that might be true. In practice, he is best used as a half useful nuisance. He may genuinely know where Striker drank last night, but he will package that truth inside three lies, two detours, and an attempt to profit twice. Dalo is valuable because he forces the crew to navigate Goldgate rather than simply extract facts from it.
Sister Vael
Sister Vael tends a tiny shrine wedged between two collapsing buildings near the upper terraces, a place where candles burn before a weathered sea god and lost sailors leave tokens before going back to drink and sin. She is not a formal priest in any grand sense. She is an older woman with scarred hands, a level gaze, and the kind of calm that only appears in people who have watched too much death to be impressed by bluster. Many in Goldgate mock piety in daylight and seek her out after dark.
She does not trade in rumor for sport, but people confess around her in ways they do not elsewhere. She might know that Striker came to her once or twice, not for redemption, but because ruin makes men reach for old habits. She is useful when you want a rare note of sobriety and moral weight inside Goldgate without making the city feel suddenly gentle.
Korrin Sable
Korrin is a former navigator who lost a leg, one eye, and most of his career in a reefing disaster he claims was someone else’s fault. He now drinks in respectable bitterness, dresses better than his means allow, and corrects other people’s sea talk whether invited or not. He is precise, vain, and still deeply proud of skills nobody currently pays for. He despises Striker, whom he considers all appetite and no judgment.
He remembers hearing about the failed pursuit of the Waverider through the bitter little chain of professional gossip that links navigators, pilots, and officers. He does not know where the interception occurred, but he knows the attempt cost Striker men and prestige. He is useful for adding a more technical, maritime voice to the rumor field, one that sounds different from common sailors and drunks.
Pella Thorn
Pella runs a cook stall near the lower wharves, serving skewers of questionable meat and stew thick enough to patch hull seams. She is sharp tongued, quick moving, and better informed than most people realize because dockhands, runners, and half sober sailors gather around cheap hot food and speak freely while eating. She has no patience for swagger and enjoys verbally skinning men who think loudness counts as charm.
She knows who has been hungry recently, who suddenly has money, and who is trying to live on promises. She may know that one of Striker’s old men has been seen scavenging day work, or that Striker himself came by trying to talk his way into a free meal. She is useful because she grounds the city in ordinary survival rather than just drink and vice.
"Professor" Haim
No one knows whether Haim was ever a professor of anything, but he insists on the title with furious dignity. He is a shabby, educated wreck who can quote old histories between swallows of bad liquor and has somehow ended up in Goldgate explaining odds, winds, and strategy to people who would normally settle arguments by throwing stools. He is pedantic, vain, unexpectedly brave when defending an idea, and hopeless at protecting himself from real life.
He knows nothing firsthand, but he has collected ship stories obsessively and may have pieced together broad patterns of routes, cargoes, and captain behavior. He can provide context rather than answers. He is useful if you want one contact who can sound intelligent, absurd, and half deranged all at once.
Sena Valek
Sena is an ex prostitute who now manages rooms, girls, boys, payments, and trouble in one of Goldgate’s better kept houses. She is practical, unsentimental, and almost impossible to fluster. Her kindness, where it exists, is hard edged and expensive. She knows how men behave when they are drunk, proud, frightened, or trying to forget themselves, which in Goldgate covers most cases.
She may know that Striker has been too poor to buy comfort properly and too proud to accept pity, which narrows where he spends his nights. More importantly, she knows who in the city is desperate enough to talk for coin and who is too proud to talk at all. She is useful because she reads weakness very quickly.
Brakk Tideborn
Brakk is an old raider from the outer islands, massive even in age, with tattooed arms, a limp, and the weathered calm of a man who has survived too long to be impressed by younger fools. He speaks rarely, drinks steadily, and watches people like he is still deciding whether they are worth killing. Most give him space. Those who know him know he is one of the few men in Goldgate whose silence means more than most men’s speeches.
He remembers the Waverider because all real seamen remembered her. He also remembers the noise around Striker after the failed pursuit, and the way the man’s name started to sour in men’s mouths. Brakk will not gush information. If he speaks at all, it will be in short, weighty fragments. He is useful when you want the search to brush against old pirate respect and old pirate contempt.
Nilo Quade
Nilo is a barber, tooth puller, leech applier, gossip collector, and occasional knife stitcher who works from a shop that smells of spirits, blood, soap, and regret. He is cheerful in a way that makes people suspicious, but his hands are steady and his prices fair enough that the harbor keeps feeding him work. He likes conversation because silence makes people think about pain.
He knows who has recently been cut, beaten, infected, or stitched back together. That makes him useful in tracing the aftershocks of pirate life. He may remember old Orca men coming through after the loss, or hear recent talk of Striker getting into drunken trouble. He is a good contact for practical rumor tied to wounds, bodies, and bad decisions.
Tessa Reed
Tessa is a card sharp and smiling predator who works the back rooms of gaming dens with a face so open and harmless that stupid men keep underestimating her. She is witty, graceful, and utterly merciless about weakness. She does not mind losing a hand if it buys trust for a larger win later. In another city she might have been a courtier. In Goldgate she cheats pirates for a living.
She knows which captains still gamble like they own ships and which ones gamble like they are trying to become men again for an hour. Striker belongs to the second type. Tessa may not know where he is now, but she can describe his habits with cutting accuracy. She is useful for character reading and for making Striker’s decline feel public.
Kella
Kella is a young street prostitute slave working the lower harbor lanes, where dim lamps, spilled drink, and cheap perfume blur together in the night. She is pretty in a worn way, with paint over old bruises and the practiced smile of someone who has learned to seem inviting while never relaxing. There is intelligence in her, but caution covers it.
She is owned by Marn Droog, a lean, ruthless pimp who rules through humiliation and sudden violence. He dresses better than his girls and enjoys reminding them that they exist to earn for him. In Goldgate, that kind of cruelty does not stop the street. It barely even slows it.
Kella saw Striker recently. He hired her while drunk, then drank more, talked bitterly about ships and lost chances, and became far too drunk for anything to happen. Because of that, she knows where he was staying, where he said he meant to go next, and what sort of taverns he now drifts between.
If the crew speaks to her too long, Marn notices. He strides over and slaps her hard across the face for wasting time on talk instead of business. The point is not just information, but tone. Goldgate may have rules, but it is still a brutal place once you get down into the gutter.
Harn Blackgut
Harn is a tavern bruiser turned part time debt collector, a huge man with cauliflower ears, a broken jaw that healed crooked, and a surprising dislike of unnecessary cruelty. He is not gentle, but he prefers business to chaos. In a pirate city that practically makes him civilized. He speaks bluntly, thinks slowly but not badly, and has a code of his own that mostly consists of doing what he said he would do.
He knows the locations of rough houses that tolerate ruined captains, sore losers, and men on the edge of being barred. He may have thrown Striker out more than once, or had to decide whether the man’s debts were worth collecting. Harn is useful when the crew needs access to the harder drinking, more physically intimidating layer of Goldgate without tipping immediately into farce.
Lira Dove
Lira is a thin, quiet scribe who writes letters for illiterate sailors, contracts for smugglers, and fake accounts for anyone paying enough. She has ink stained fingers, an excellent memory, and the unnerving habit of looking modest while quietly knowing everyone’s business. People overlook her because she does not fit their image of danger, which is exactly how she prefers it.
She rarely knows dramatic secrets, but she knows transactions, promises, debts, and attempted arrangements. She might have written for Striker, or for one of the men he approached while trying to raise money for a new ship. She is useful if you want information to arrive through the soft power of records and paperwork rather than loud rumor.
Bloodwake Returns
| Story |
|---|
| They were speaking to a street vendor selling burnt eel and bad rumors when a voice cut through the lane behind them. |
| "Scarnax." |
| Scarnax turned first. Pelonias and Amaxia turned with him. |
| Vexar Bloodwake stood in the street with two of his crew at his back, calm and hard eyed, as if he had been savoring this meeting for some time. The crowd around them began to notice at once. Voices lowered. Faces turned. Goldgate always had time for trouble, so long as it stayed inside the rules. |
| Bloodwake looked at Scarnax with cold contempt. "Still sailing, traitor? I would have thought men like you ran out of luck eventually." |
| Scarnax held his ground. "We beat you. That still seems to trouble you." |
| Bloodwake’s gaze shifted to Pelonias. "And you. I remember you. The one who ran." |
| Pelonias met his eyes only briefly. "I had hoped never to see you again." |
| Bloodwake smiled thinly. "Cowards often hope for that." |
| "Still, we outwitted you," Scarnax retorted. |
| Bloodwake’s hand moved to his weapon and steel flashed in the sunlight. |
| Amaxia stepped forward at once, one hand settling on her sword. "Don't." |
| The street erupted immediately. |
| "No weapons." |
| "Fists only." |
| Voices rang out from all around them, not in panic, but in sharp irritation. This was Goldgate. Men could brawl, threaten, and bleed a little, but steel in the street meant trouble for everyone. Amaxia’s thumb pressed against her own hilt, but Scarnax lifted a hand slightly and held her there. |
| For a moment Bloodwake looked as though he might ignore the city. |
| Then he lowered the blade and pointed it at Scarnax instead. |
| "Not here," he said. "On the sea. We will settle it there. Your little toy boat will make fine driftwood." |
| He sheathed the sword, turned, and pushed back into the crowd with his men behind him. Around them, the street loosened again, people already returning to drink, trade, and gossip now that the boundary had held. |
| Pelonias watched him go and said quietly, "I had hoped that part of our lives was over." |
| Scarnax nodded once, still looking after Bloodwake. "So had I." |
| Then he turned to the others. "We warn the crew tonight. Nobody goes anywhere alone. From now on, they move in groups." |
| Amaxia’s jaw stayed set. "Just talk..." |
| Scarnax’s face did not soften. "He meant that threat." |
This encounter should be short, sharp, and dangerous. While the crew is asking around in Goldgate, Captain Vexar Bloodwake spots them and closes in with several of his own crew at his back, enough to outnumber the Blue Marlin people present. He does not open with negotiation. He opens with insult, accusation, and the cold fury of a man who has carried this grudge for a long time. He calls Scarnax a traitor, Pelonias a coward, and makes it clear that he has not forgotten what happened between them.
The important thing is that Bloodwake is not out of control. He is angry, but contained. He wants them to feel the threat before he acts on it. When steel appears, the surrounding crowd immediately pushes back. Goldgate tolerates tension and fistfights, but not armed violence in the street. People nearby shout for weapons to be put away, and the scene turns at once from private confrontation to public pressure.
How the Scene Ends
Because of that crowd pressure, this is not a good place for the encounter to turn into a real fight. If the crew tries to force one, they are doing so while outnumbered, under observation, and in violation of local custom. Bloodwake knows this as well as they do. He backs off, but only outwardly. Before leaving, he promises to settle matters later, at sea, where Goldgate’s rules no longer protect them.
The purpose of the scene is not combat. It is to make the threat personal and immediate. After this, the crew should understand that Bloodwake is in the city, aware of them, and willing to wait for a better chance.
Captain Striker's Story
| Story |
|---|
| The Gulper was the kind of place that looked damp even where nothing had been spilled. The ceiling hung low with smoke. The boards underfoot were sticky. The wine smelled sour enough to strip paint, and the air carried the thick mix of sweat, rot, old grease, and the stale perfume of people long past caring. Somewhere in the back a man coughed wetly into his sleeve. Nobody looked at him. |
| Scarnax stepped in first, broad shouldered and steady, his eyes moving once over the room and taking its measure. Pelonias followed with his usual quiet, gaze sliding through shadows and faces as if he were reading currents rather than men. Amaxia came last, straight backed and openly displeased, her hand resting near her belt as she looked around at the drinkers, gamblers, and women leaning against walls like goods left out for sale. |
| Behind the counter stood a barkeep with one eye clouded white and a rag so filthy it could only make cups dirtier. Scarnax asked for Captain Striker. |
| The man did not bother answering with words. He only jerked a thumb toward the far corner. |
| There, under a crooked lantern, sat a thickset man with a once powerful frame gone soft around the middle. His beard was stained with wine, his coat was good cloth ruined by neglect, and his face had the puffed, broken look of a man who had lost too much and was trying to drown the memory one mug at a time. A prostitute stood over him with her hands on her hips, painted lips twisted in disgust. |
| "I do not work for free," she snapped. "And I do not pity limp wine cocks either." |
| A few men nearby laughed. Striker glowered up at her with all the pride of a sunken ship. |
| "Then off with you," he slurred. "I was thinking anyway." |
| "That must be a lonely place," she said, and turned away. |
| Amaxia’s mouth tightened in contempt as the three of them crossed the room. Striker squinted up at them, trying to drag his eyes into focus. |
| Scarnax stopped at the table. "Captain Striker." |
| Striker leaned back in his chair and sniffed. "Depends who is asking." |
| "Men looking for the Waverider." |
| That sharpened him, not fully, but enough. He looked from Scarnax to Pelonias to Amaxia, then stuck out a hand toward the room without taking his eyes off them. |
| "Story costs wine." |
| Scarnax glanced at the barkeep, tossed a coin, and a mug was brought over. Striker seized it like a drowning man taking rope, drank deep, coughed, wiped his mouth with the back of his hand, and let out a long breath. |
| "Fine ship," he muttered. "Too fine. A ship like that makes men stupid. Makes them dream." |
| He stared into the mug for a moment, then began. |
| "We picked her up out of Goldgate. Kept our distance. Thought we were clever. Followed her almost all the way to Zarhalem. She did not run hard, so we thought maybe they were tired, maybe overconfident. Thought if they dropped anchor for the night and kept only light watch, we could slip in quiet, climb aboard, and take her before half the crew had boots on." |
| He gave a bitter laugh. |
| "That was the plan." |
| Pelonias said nothing, but Amaxia folded her arms and watched him with a look that said she had heard many men explain failure before. |
| Striker took another swallow. |
| "We went over in the dark. Oars wrapped, hooks ready, no talking above a whisper. Got close enough to smell their pitch. Then someone saw us. Or heard us. Or maybe one of my idiots breathed too loud. Does not matter. Alarm went up all at once." |
| His eyes unfocused slightly, as if he were seeing it again. |
| "And then this huge bastard came roaring out of the dark with a beard like a storm net and a damned boat hook in his hands. Not a sword. Not an axe. A boat hook. He started laying into my boarders like he was threshing grain, screaming like a war horn the whole while. One man into the water. Another off the rail. Then more of them came. Fast. Too fast. They were ready quicker than they had any right to be." |
| "Ulfar," Pelonias murmured. |
| Striker jabbed a finger at him. "That was the name i heard. Yes. Big northern beast of a man. He fought like he enjoyed it." |
| Scarnax’s face stayed neutral, but his eyes narrowed with attention. |
| Striker went on, his voice souring. |
| "We might still have done some damage if that had been all. But while we were trying to pull clear, the bastards got fire onto our sails. I do not know how. Pot, arrow, torch, curse from the gods, I do not care. I just remember black cloth turning orange all at once and my men screaming for water." |
| He drank again, slower this time. |
| "We put it out. Had to. But by then we were limping, half crew gone, rigging chewed to hell, sails hanging like burnt rags. We turned for home looking like a beggar’s funeral. And because the sea enjoys a joke, another pirate found us before we got there." |
| He stared at the table. |
| "They took the Orca Supreme proper. What was left of her." |
| A short silence settled over the table. Around them the Gulper went on drinking, coughing, muttering, laughing too loud at nothing. But for a moment the wreck of one ship and the shadow of another seemed to sit in the stale air between them. |
| Scarnax spoke first. "And the Waverider?" |
| Striker rubbed at his beard. "Zarhalem way. That far I know. We followed her almost there before we made our move. Anchored outside, did not want to enter the port blind. If you are chasing her trail, that is your next port." |
| Amaxia studied him a moment. "And you survived?" |
| He gave her a slow, humorless grin. "Just enough to be insulted by the question." |
| Then his expression shifted, and some flicker of old ambition dragged itself upright inside the ruin. |
| "So." He tapped the side of his mug. "You have the story. Maybe you have a little more coin as well. Ship fund." He spread his hands as if the thing were perfectly reasonable. "I am buying a new one." |
| Scarnax reached for his purse, not out of belief, but because some men were too broken to lie about what they had become. |
Captain Striker is found in the Gulper, one of the more wretched drinking dens in Goldgate. He is not a fearsome pirate captain anymore. He is a ruined man trying to hold onto the shape of what he used to be. When the crew finds him, he should already be humiliated, drunk, and half ridiculous, but not harmless. There should still be enough of the old captain in him that the crew can understand how he once commanded a ship like the Orca Supreme.
He does not give up his story for free. A mug of wine is enough to loosen his tongue, and once he starts talking, what comes out is a mix of bitterness, grudging respect, and old rage. He should feel like a man who has told this story to himself many times, each time trying to make the failure hurt a little less.
What Striker Knows
Striker gives the crew the key information they need to continue. He confirms that the Orca Supreme shadowed the Waverider after Goldgate, following her almost to Zarhalem. When the Waverider anchored outside for the night, Striker tried to board her by stealth. The attempt failed badly. The alarm was raised, the Waverider’s crew fought back hard, and Striker lost too many men to press the attack. During the retreat, the Orca Supreme’s sails were set on fire.
That damage became fatal later. Limping home with reduced crew and ruined sails, the Orca Supreme was attacked by another pirate ship and lost. Striker survived, but his ship did not. Most importantly, his story confirms the next destination in the trail. The Waverider continued toward Zarhalem.
Tone of the Encounter
This scene should not feel like a clean information handoff. It should feel like dragging truth out of a wreck of a man. Striker is pathetic, but he is also a reminder of what chasing the Waverider has cost others. His failure gives the crew a clearer picture of the dangers already gathering around the Waverider’s voyage. It also gives them a stronger sense of the kind of crew they are following. Even second hand, the failed boarding should make the Waverider feel capable, dangerous, and hard to catch unprepared.
The encounter also helps deepen Goldgate. Striker is not just a clue. He is one more example of what pirate ambition often turns into: drink, old stories, and desperate talk about comebacks that will never come.
What the Crew Should Leave With
By the end of the scene, the crew should have three things. First, they have the practical lead that the Waverider went on toward Zarhalem. Second, they have a vivid story that makes the Waverider’s past feel more immediate and alive. Third, they have a stronger sense of decline, danger, and wasted lives in Goldgate itself.
Striker may end by asking for money for his "ship fund." Whether the crew gives him anything is less important than the note it leaves behind. He is a man still talking like a captain long after the world has stopped believing him.
The Trap Outside the Harbor
| Story |
|---|
| The four of them stood near the stern as evening darkened the harbor. Beyond the mouth of the bay, just far enough to feel deliberate, the Prowler waited like a patient knife. |
| Scarnax leaned on the rail and looked out toward the inlet. Pelonias stood beside him, calm and watchful. Amaxia’s jaw was set in open irritation. Galenor lingered a little behind the others, already looking uncomfortable. |
| Scarnax spoke first. "Can we outrun her?" |
| Pelonias answered at once. "On the open sea, easily. In that channel, no. She only has to catch us once before we reach open sea." |
| Scarnax turned to Amaxia. "Can we fight her?" |
| "Not well," she said. "She carries more fighting men than we do, and they are built for boarding. If they come over the rail, ours will be badly outnumbered." |
| Scarnax exhaled sharply and looked at Galenor. "Then tell me she has a weakness." |
| Galenor hesitated, then rubbed at the back of his neck. "That is awkward." |
| Scarnax looked at him. "Why?" |
| "Because I designed her," Galenor admitted. "Years ago, before she became a pirate ship. She was built to run ships down, pin them, and board hard. If she had an obvious flaw, I was not much of a shipwright." |
| A short silence followed. |
| Amaxia gave him a flat look. "Helpful." |
| Scarnax stared out toward the dark shape in the bay mouth again. "So. We cannot outrun her there. We should not fight her on her terms. And she has no convenient weakness." |
| Pelonias gave a slight nod. "That is about it." |
| Scarnax straightened from the rail. "Then we had better think of something smarter. Because we are leaving Goldgate." |
The escape from Goldgate should be framed as a real problem, not a simple chase. Goldgate sits inside a bay with a fairly narrow inlet, and the Prowler is waiting there to guard it. That position gives Bloodwake the advantage he needs. The Blue Marlin is the faster ship by a wide margin on open water, but that does not help much if the Prowler can see her coming, move to intercept early, and force the first engagement before she has room to use her speed.
The crew should understand this clearly. Pelonias can explain that in open sea the Blue Marlin would leave the Prowler behind without much trouble, but not here. Any of the marines can make equally clear that a straight fight is a bad idea. The Prowler carries more dedicated fighting men and is built for exactly this kind of close interception and boarding action. Galenor can add the last unwelcome piece: he once helped design the ship, and there is no convenient hidden flaw waiting to save them.
What Will Not Work
This is not a scene where the obvious answer should solve the problem. Simply trying to outsail the Prowler through the inlet should fail unless the players have created some real advantage first. Simply deciding to fight should also be treated as highly dangerous, because it means taking the battle on Bloodwake’s terms at the point where his ship is strongest.
The crew also should not be able to solve this by appealing to outside authority. Goldgate has customs, not reliable law, and those customs do not protect them once they try to leave the city’s sheltered waters. There is no harbor guard that will save them. Most other pirates are not eager to challenge Bloodwake directly either. Some may dislike him, but dislike is not the same as willingness to risk blood, ship, and future trouble for the Blue Marlin’s sake.
Running the Escape Problem
This part of the arc should be open ended. The important thing is not one correct answer, but the feeling that the crew has to think laterally. Trickery, engineering, distraction, timing, weather, false signals, misdirection, or some combination of small advantages are all much better fits than brute force. Let the players test ideas, gather materials, involve crew, and build a plan. The more their solution feels improvised from the people and resources they actually have, the better the scene will land.
Do not fixate too much on realism here. If the plan sounds clever, let it succeed, even if it stretches plausibility.
What matters most is that the final escape should feel earned. They are not beating the Prowler in a fair contest. They are finding a way to deny Bloodwake the kind of fight he wants.
If the Players Get Stuck
If the players struggle to find a way through, this is a good place to let Galenor, Nera, and Gastved matter. That is useful both structurally and emotionally, because they are the sort of crew members who can otherwise drift into the background.
| Story |
|---|
| The three of them stood in Galenor’s corner of the Blue Marlin’s deck workshop, where rope, scrap wood, tools, and half finished fittings had slowly spread into a small kingdom of practical disorder. Nera had a look in her eye that Galenor had already learned to distrust, which was to say that she had been thinking. |
| Gastved sat on an overturned crate with his thick hands folded over one knee, beard catching the light, patient as an old carved idol. Galenor leaned over a workbench with both palms braced against it, listening. Nera paced once, turned, and pointed toward the bay as if the Prowler were standing in the doorway. |
| "I keep thinking about Striker’s story," she said. "About the fire. They did not have to sink his ship. They only had to ruin his sails and fill his deck with panic. If we burn the Prowler’s sails, she cannot maneuver, she cannot chase, and her crew will have their hands full not dying." |
| Galenor frowned thoughtfully. Gastved did not speak, but his eyes lifted. |
| Nera moved closer to the bench and began shaping the idea in the air with her hands. |
| "We cut small pieces of wood. The size of a fist. Wrap them in cloth. Soak them in lamp oil and grease until they are sticky. Then we build a catapult and throw buckets full of them. They will spread in the air and scatter across the sails. Some will miss. Enough will not." |
| For a moment Galenor only stared at her. Then the shape of the idea seemed to settle into place behind his eyes. |
| "The catapult is easy," he said. "Crude, but easy." |
| Nera brightened at once. "Good." |
| He raised one finger. "The rest is not. If they are sticky, they will cling to each other too. You will get a lump of burning rubbish, not a cloud of separate pieces." |
| Nera’s expression fell for half a heartbeat, then narrowed again as she started thinking around the problem. |
| Before she could answer, Gastved scratched slowly at his beard. |
| "They do not need to stick to each other," he said. "Only to the sail." |
| The other two looked at him. |
| Gastved shrugged once. "I can make small barbed spikes. Simple ones. Iron with hooks. Bind the cloth to those. Oil, yes. Grease, no. When they strike, they catch in the sail like thistles in wool." |
| Nera stared at him, then broke into a grin. |
| "That is better. Much better." |
| Galenor gave a slow nod, already halfway into the work in his head. "Yes. That could do it." |
| Nera held up both hands again, shaping an invisible bucket now. "And if the bottom of the bucket is curved a little, not flat, it will launch them in slightly different directions. That should spread the load instead of dropping it all in one knot." |
| Galenor looked at her properly then, with the surprised respect of a craftsman hearing a good thought from the right direction. |
| "That is clever," he said. "Very clever." |
| Nera tried not to look too pleased with herself and failed completely. |
| Gastved’s mouth twitched behind his beard. |
| Galenor straightened. "Fine. I will start on the catapult frame and the throwing arm. Gastved, you handle the spikes and bindings." |
| Gastved nodded once. "I will." |
| Nera was already turning away. "Then I need the bottom for the bucket." |
| Galenor blinked. "From where?" |
| She looked over her shoulder with perfect innocence. |
| "Yasmira has a tin plate in the galley that will do nicely." |
| Galenor stared at her for a moment, then let out a breath through his nose. |
| "That," he said, "may be the most dangerous part of this entire plan." |
| Nera only laughed and slipped away, quick as a gull and twice as pleased with herself. Galenor watched her go, blinked once, then called after her, "Oh, and someone should probably tell Scarnax what we are building." |
The goal here should not be to have an NPC solve the problem for the players. Instead, let those characters help push the crew toward an answer, provide a missing piece, or suggest a line of thought the players can turn into a full plan. The eventual solution should still feel like the crew’s escape, not an NPC rescue.
Getting Past the Prowler
Once the plan is in motion, make the actual passage tense. It should be possible, but it should not feel easy. The Prowler should come close enough to remind everyone why this was dangerous. Bloodwake should seem competent, quick to react, and only just denied the catch. The Blue Marlin should win by a margin that feels narrow in the moment, even if the plan was good.
This helps preserve Bloodwake as a serious enemy. If the escape is too comfortable, he becomes less threatening. If it is hard and close, the crew gets a satisfying victory without diminishing him.
Once They Break Free
The moment the Blue Marlin reaches open sea, the balance changes completely. From there, the Prowler has no real chance of keeping pace. Bloodwake can rage, threaten, and remember, but he cannot catch them in a straight pursuit. That should be clear and satisfying. The crew has escaped the trap.
At the same time, this should not feel like the end of Bloodwake as a threat. He is not the sort of man who shrugs and lets go. He will remember the insult, the evasion, and the fact that they slipped from his hand again. The immediate danger ends once the Blue Marlin reaches open water, but the grudge does not.
Act Summary
The Goldgate arc is a shorter, more social, and more maritime section of the campaign. Its main role is not to overwhelm the crew with new revelations, but to sharpen several existing threads at once. It presents pirate society from the inside, turns Vexar Bloodwake from backstory and hearsay into a direct recurring enemy, gives the crew a more vivid sense of the Waverider as a living ship with dangerous people aboard, and points the campaign onward to Zarhalem.
Goldgate should feel like a place where the crew is not exploring wilderness or facing a foreign court, but moving through a rough and functional underworld. The city is dirty, predatory, and full of vice, yet it is not random chaos. It works because pirates understand that they need rules badly enough to enforce them. That tension is the heart of the arc.
Presenting Goldgate and Pirate Culture
Goldgate is the crew’s first close look at a pirate city as pirates understand it. The city should come across as loud, ugly, opportunistic, and very alive. Taverns, gambling dens, brothels, markets, and little harbor businesses are all packed together with the shared purpose of separating raiders from their plunder. The streets are full of threats, mockery, drunk camaraderie, bargaining, and low grade violence.
What makes Goldgate interesting is that it is self policing. The local code matters. Men can brawl, threaten, and act brutally, but certain lines are enforced hard because everyone has a stake in keeping the port usable. "Fists only" in the streets is not morality. It is practical survival. That distinction should shape the whole feel of the arc. Goldgate is rough, but it is rough with rules.
Pirates might sometimes fight with each other, but when push comes to shove, it is the rest of the world against them, and they know it.
The Search for the Waverider’s Trail
The Waverider is easy to confirm and hard to follow. Many in Goldgate remember her, because a ship like that leaves an impression. Sailors remember her beauty, speed, and presence. Some remember Captain Solonex Virellus by reputation or bearing. Others remember fragments of the crew. But these stories all stop at the same point. People know the Waverider was here. Few know, or want to say, where she went next.
That makes the search phase important. The crew should move through a crowd of colorful, damaged, dangerous, and often useless people. They gather stories, rumors, impressions, and partial truths. This phase is not just about information. It is about making Goldgate feel inhabited and teaching the players how pirate society sounds, lies, and remembers.
Captain Striker and the Waverider Story
Captain Striker is the key information source of the arc, but he should matter as more than a clue. He is a wreck of a man, a ruined pirate captain still talking about a comeback that will never come. Through him, the crew gets both the next port and a vivid second hand glimpse of the Waverider in action.
His story matters because it does several jobs at once. It confirms the next step of the route. It makes the Waverider’s people feel more real and competent. It shows that the ship was already moving through a world of predators, failed attacks, and gathering pressure long before the Blue Marlin reached this stage of the trail.
Bloodwake Becomes Immediate
This is where Bloodwake stops being just old trouble and becomes an active enemy in the campaign. By the end of the arc, his grudge should feel larger, more personal, and far less distant.
Once the Blue Marlin gets clear of the inlet and reaches open sea, the balance changes completely. From there, the Prowler cannot keep up. The crew escapes. Bloodwake loses. It should deepen the feud. He has now faced them in person, failed to strike in Goldgate, and failed again at the bay mouth. That is exactly the sort of humiliation a man like him stores carefully for later.
Core Takeaways for the Game Master
By the end of Goldgate, the crew should understand pirate society better, not as random savagery but as a harsh culture held together by custom, greed, and mutual necessity. They should have a much clearer and more personal sense of Bloodwake as a recurring threat. They should know a little more about the Waverider, especially the fact that her crew could fight off a serious pirate boarding attempt and that Ulfar was one of the men who made that possible. And most importantly, they should leave with their next destination confirmed.
Goldgate is not a huge revelation arc. It is a tightening arc. It deepens tone, sharpens enemies, adds texture to the Waverider’s trail, and points the campaign firmly toward Zarhalem.
| Story |
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| Smoke still hung low on the horizon, a dark smear against the pale morning light where the Prowler had fallen behind. At this distance it no longer looked like a ship at all, only the last trace of trouble refusing to vanish cleanly. The Blue Marlin ran on in open water with the easy confidence of a vessel back in her proper element, timbers humming softly, sails full, the sea long and clear ahead. |
| Scarnax stood at the rail with both hands resting on the wood, broad shoulders set, eyes fixed on that fading stain in the distance. Beside him, Pelonias watched in his quieter way, face unreadable except for the tension still lingering around the eyes. Neither man spoke for a while. The danger had passed, but not far enough to feel gone. |
| At last Pelonias exhaled through his nose and said, "I had hoped that chapter was closed." |
| Scarnax gave a humorless grunt. "So had I." |
| Pelonias kept looking out across the wake. "For a moment in Goldgate I thought perhaps the city would cheat him of it. Then at the inlet I thought perhaps the fire would finish the matter for us." |
| Scarnax’s jaw shifted. "Aye. Would have been cleaner if he had gone down with her. One enemy less. One old debt buried proper." |
| Pelonias glanced at him. "You mean you wish we had killed him." |
| Scarnax shrugged, though there was little lightness in it. "I do. Men like Bloodwake do not forget. They do not forgive. Better for everyone if the sea had taken him once and for all." |
| The wind moved in the rigging above them. Far off, the last thread of smoke thinned further. |
| Pelonias was silent for a moment, then said, "Even so, he will need time. A ship burned and battered in the mouth of a bay does not return to fighting trim in a day. Nor a week." |
| "No," Scarnax said. "Not quickly." |
| He straightened a little and looked out over the open water ahead, then back toward the vanishing mark behind them. |
| "But he will come back." |
| Pelonias did not answer at once. He knew that tone. It was not fear, and not bitterness either. It was the plain acceptance men used when speaking of storms they knew would someday return. |
| After a while, he nodded. |
| "Yes," he said. "He will." |