Sky Pirates
Homo praedator aerialis / “Aerial Raiders” / “The Free Sky”
“The Sky Guild calls us
pirates. We call ourselves free. They monopolize trade, we liberate
cargo. They hoard wealth, we redistribute it. They claim the skies, we
prove them wrong. Every raid is a declaration: The sky belongs to
everyone.”
—Captain’s Creed, Black Sky
Cartel
Quick Reference
| Attribute | Details |
|---|---|
| Type | Human Aerial Raider |
| Rarity | Uncommon (increasing near trade routes) |
| Habitat | Airship lanes, trade routes, Skyport Eos vicinity |
| Danger Level | Hard (CR 6-7) |
| HP | 45 |
| Attack | 16 |
| Defense | 14 |
| Speed | 11 |
| Intelligence | High (tactical, trained) |
| Aggression | Moderate (professional raiders) |
| Equipment | Well-armed (sabers, pistols, quality armor) |
Sky Pirate - Aerial
Raider
Description
Sky Pirates are the elite of the criminal underworld—professional aerial raiders who prey on trade routes and merchant vessels. Unlike desperate bandits, sky pirates are trained, equipped, and organized. They’re not starving outlaws; they’re skilled combatants who’ve chosen piracy as a lucrative career. They have ships, crews, tactics, and most importantly, they have guns.
What makes sky pirates particularly dangerous is their professionalism. They’re not random thugs—they’re disciplined raiders who plan operations, maintain equipment, and train constantly. Many are former Sky Guild sailors or military deserters who know exactly how trade vessels operate and how to exploit their weaknesses. They strike fast, take what they want, and disappear into the clouds before reinforcements arrive.
Sky pirates operate in the gray area between criminality and rebellion. Some see themselves as freedom fighters against the Sky Guild’s monopoly. Others are simply in it for profit. Most are somewhere in between—pragmatic raiders who’ve found a way to make a living in the skies. They follow a code (usually), they respect strength, and they’re surprisingly honorable (for criminals). But make no mistake: They’ll kill you if you resist, and they’ll do it efficiently.
Physical Characteristics
Appearance
Build: - Athletic, agile (aerial combat demands fitness) - Well-fed (piracy pays better than banditry) - Scarred (from fights, falls, explosions) - Confident bearing (professional competence)
Clothing: - Long coats (practical for wind, intimidating) - Leather armor (quality, maintained) - Tricorn hats or bandanas (traditional, practical) - Goggles (for high-altitude flight) - Boots (reinforced, good grip)
Equipment: - Curved saber (primary weapon, well-maintained) - Flintlock pistol (rare, valuable, deadly) - Rope and grappling hooks (boarding tools) - Compass and maps (navigation) - Signal flags (crew communication)
Distinguishing Features: - Wind-burned face (constant exposure) - Rope burns on hands (rigging work) - Powder burns (pistol use) - Missing fingers or limbs (hazards of the trade) - Tattoos (crew marks, kill counts, superstitions)
Behavior and Tactics
Target Selection
Preferred Targets: - Merchant vessels (valuable cargo, weak defenses) - Small trade ships (easy to board) - Wealthy travelers (ransom potential) - Sky Guild supply runs (revenge and profit)
Avoids: - Military vessels (too dangerous) - Clergy ships (political risk) - Well-armed convoys (not worth casualties) - Empty ships (waste of time)
Raiding Tactics
The Approach: - Identify target from distance - Close rapidly using wind currents - Hail target, demand surrender - Fire warning shot (pistol or cannon)
The Boarding: - Grappling hooks and ropes - Swing across on lines - Coordinated assault - Overwhelm crew quickly
The Robbery: - Secure crew (tie up, don’t kill unless necessary) - Loot cargo hold (take valuables, leave bulk goods) - Ransom passengers (if wealthy) - Leave quickly (before reinforcements)
Professional Code: - Don’t kill unnecessarily (bad for business) - Honor surrender (encourages future compliance) - Don’t harm children (even pirates have standards) - Pay crew fairly (loyalty matters)
Combat Behavior
Defensive Fighter: - Waits for openings - Uses cover (masts, crates, rigging) - Conserves pistol shots (ammunition is expensive) - Fights smart, not reckless
Pistol Tactics: - Save for critical moments - Target dangerous opponents - Aim carefully (only 1-2 shots per fight) - Reload takes time (2 turns)
Saber Work: - Trained fencer (formal technique) - Consistent, accurate strikes - Defensive parries - Exploits opponent mistakes
Retreat Strategy: - If losing, signal crew - Coordinated withdrawal - Cut grappling lines - Escape to ship
Combat Abilities
Attacks
Saber Slash (10-18 damage, 85% accuracy): - Curved blade slash - Primary attack - Reliable, consistent - Trained technique (higher accuracy than bandit weapons)
Pistol Shot (18-28 damage, 65% accuracy, 2-turn cooldown): - Flintlock pistol discharge - Massive damage - Lower accuracy (single-shot weapon, no rifling) - Limited uses (must reload) - Loud (intimidation factor) - Smoke (obscures vision briefly)
Tactical Behavior: - Opens with Pistol Shot if possible - Switches to saber after pistol fired - Uses defensive stance (high defense stat) - Waits for openings rather than aggressive attacks - Retreats if health below 25%
Equipment Quality
Weapons: - Saber: Well-maintained, sharp, balanced - Pistol: Rare technology, carefully preserved - Backup dagger: Always carried
Armor: - Leather with metal studs (best defense of human enemies) - Reinforced at vital points - Allows mobility while providing protection - Shows wear but well-maintained
Supplies: - Healing items (bandages, rum for antiseptic) - Ammunition (limited, precious) - Rope and tools (boarding equipment)
Loot and Rewards
Guaranteed: - Aether coins: 20-40 (highest coin drop of regular enemies)
Common (50% chance): - Sky rum (healing item, trade good)
Uncommon: - Curved saber (25% chance) - Quality weapon - Pistol ammo (15% chance) - If you have pistol
Rare (3% chance): - Flintlock pistol - Extremely valuable, powerful ranged weapon
Why Valuable: - Pirates are well-paid (share of loot) - Carry quality equipment - Have access to rare items (pistols, foreign goods) - Worth the risk for experienced fighters
Origins and Organization
How They Become Pirates
Former Sailors: - Sky Guild mistreatment - Low pay, harsh conditions - Mutiny and desertion - Join pirate crews for better life
Military Deserters: - Disillusioned with service - Skilled in combat and tactics - Bring training to pirate crews - Wanted by authorities
Idealists: - Oppose Sky Guild monopoly - See piracy as rebellion - “Liberating” cargo from oppressors - Some truth to their beliefs
Opportunists: - Piracy pays well - Excitement and freedom - No interest in honest work - In it for profit and adventure
Pirate Organization
Crew Structure: - Captain (elected, can be deposed) - First Mate (second-in-command) - Quartermaster (manages supplies) - Crew (share loot equally)
Ship Types: - Fast raiders (small, maneuverable) - Converted merchant vessels - Purpose-built pirate ships (rare)
Territory: - Operate along trade routes - Hidden bases in Periphery - Temporary camps on abandoned islands - Constantly mobile
Affiliation: - Some independent - Many allied with Black Sky Cartel - Loose confederation, not hierarchy - Cooperation when beneficial
Cultural Impact
Public Perception
Official View (Sky Guild, Clergy): - Criminals and terrorists - Threat to commerce - Must be eliminated - No mercy for captured pirates
Common Folk: - Mixed feelings - Fear (they rob and kill) - Admiration (they defy the Guild) - “Better them than me” - Some sympathy for their grievances
Merchant Class: - Hatred (they steal cargo) - Fear (they target the wealthy) - Grudging respect (they’re effective) - Some secret deals (protection money)
In Stories and Songs
Romantic Tales: - Freedom fighters - Dashing rogues - Adventure and excitement - “Free as the sky”
Horror Stories: - Ruthless killers - Thieves and murderers - Cautionary warnings - Justify harsh punishments
Pirate Songs: - Sung in taverns (quietly) - Celebrate freedom - Mock the Guild - Romanticize the lifestyle
Reality: - Dangerous criminals - But with understandable motivations - Some are monsters, some are idealists - Most are pragmatic professionals
Encounter Scenarios
The Merchant Raid
Setup: Traveling on merchant vessel
Complication: Pirate ship approaches - Demands surrender - Fires warning shot - Crew outnumbered - Resistance means fight
Options: - Surrender (lose cargo, survive) - Fight (risky but might save goods) - Negotiate (reduce losses) - Hide valuables (hope they don’t find everything)
The Tavern Meeting
Setup: Pirate in Skyport Eos tavern
Complication: Recognized as pirate - Wanted by authorities - Might be dangerous - Might have information - Might offer job
Options: - Report to guards (bounty reward) - Ignore (safer) - Talk (might learn something) - Join crew (if desperate or adventurous)
The Duel
Setup: Challenge from pirate
Complication: One-on-one combat - Pirate’s honor code - Fair fight - Crew watches - Winner takes stakes
Challenge: Defeat skilled opponent, earn respect
Tactical Advice
Fighting Sky Pirates
Preparation: - Serious threat—prepare accordingly - Bring healing items - Ranged weapons help (match their pistol) - High defense important (they hit hard)
In Combat: - Watch for Pistol Shot (devastating) - High defense means longer fight - They fight defensively (patient) - Save stamina for critical moments - Don’t underestimate them
Pistol Management: - First shot comes early (be ready) - After pistol fired, they’re less dangerous - 2-turn reload (window of opportunity) - Don’t let them reload safely
Saber Combat: - Consistent accurate strikes - Defensive style (hard to hit) - Trained fighter (better than bandits) - Long fight (high HP and defense)
Rewards: - Excellent loot - High coin reward - Possible pistol drop (3% chance—extremely valuable) - Quality weapons and items
If Captured by Pirates
Do: - Surrender peacefully (they prefer it) - Cooperate (makes things easier) - Offer ransom if wealthy (they’ll accept) - Respect their code (they’ll respect yours)
Don’t: - Fight unless certain of victory - Insult or provoke (unnecessary risk) - Try to escape during boarding (they’ll kill you) - Lie about valuables (they’ll find them anyway)
Outcome: - Usually survive if cooperative - Lose cargo and valuables - Might be ransomed - Rarely killed (bad for business)
Related Topics
- Black Sky Cartel - Pirate confederation
- Sky Guild - Their primary target
- Airships - Vessels they use and raid
- Combat Enemies - Full enemy guide
- Weapons and Armor - Equipment guide
- Flintlock Pistol - Rare weapon
In-World Documents
Wanted Poster
WANTED: DEAD OR ALIVE
SKY PIRATE CREW “The Storm Crows”
Captain Vex “Redhand” - 200 Aether Coins Crew Members - 50 Aether Coins each
CRIMES: - 15 merchant raids - 3 Guild vessels attacked - Theft of cargo (value: 10,000+ coins) - Murder of Guild officers
ARMED AND DANGEROUS Known to use firearms
Report sightings to Sky Guild patrol Do not engage alone
Pirate’s Code (Found on Captured Ship)
THE CODE
- Every crew member gets equal share
- Captain elected by vote, can be deposed
- Disputes settled by duel or vote
- No killing prisoners unless necessary
- Honor surrender—encourage future compliance
- No harming children or clergy
- Maintain equipment—your life depends on it
- Share information—crew’s success is your success
- Desertion means death
- The sky is free—keep it that way
Merchant’s Account
Third raid this month. Same crew—the Storm Crows.
Professional. Efficient. Almost polite.
Boarded us, tied up crew, took half the cargo. Left the rest.
Captain Vex said: “We’re not monsters. We take what we need, leave you enough to survive. Tell the Guild: Lower their prices, we’ll stop raiding.”
Then they left. No one hurt. Cargo insured anyway.
Honestly? I almost respect them. Almost.
But they’re still thieves.
Pirate Recruitment Letter
Tired of Guild exploitation? Sick of working for scraps? Want to be free?
The sky calls.
We offer: - Equal share of all loot - Freedom from Guild tyranny - Adventure and excitement - Respect and brotherhood
Requirements: - Combat skills (we train) - Loyalty to crew - Courage - Willingness to defy authority
Meet at the Rusty Anchor, midnight. Ask for “Red”.
The sky belongs to everyone. Join us and prove it.
“Sky pirates are what happens when you push people too far. The
Sky Guild monopolizes trade,
charges extortionate prices, treats sailors like slaves. Pirates are the
inevitable result. Some are criminals, yes. But some are rebels with
legitimate grievances. The solution isn’t more hangings—it’s addressing
the conditions that create pirates. But the Guild won’t do that. Too
profitable to maintain the status quo. So the pirates keep raiding, the
Guild keeps hunting, and the cycle continues. Meanwhile, we’re caught in
the middle, paying the price for both sides’ stubbornness.”
—Factor
Marlena Swift, Economic Analysis