SkyLands Wiki

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 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)



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

  1. Every crew member gets equal share
  2. Captain elected by vote, can be deposed
  3. Disputes settled by duel or vote
  4. No killing prisoners unless necessary
  5. Honor surrender—encourage future compliance
  6. No harming children or clergy
  7. Maintain equipment—your life depends on it
  8. Share information—crew’s success is your success
  9. Desertion means death
  10. 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