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Old 08-16-2003, 11:09 PM
busyrobot busyrobot is offline
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some ideas

here's some ideas I had, I am not in CP, but I think you might like them.

They are worded strongly (ie this is allowed, this is not) but they are still just suggestions.

oh, and congrats to the new Governor

Crescent Pirates Code of Piracy:

All ships of white sails are fair game for piracy, lest they be in the waters of a neutral kingdom. Should members of a kingdom be found upon such a ship, and protest the act, the captain may choose to show mercy at his own discretion, but will not be held accountable for any acts he chooses to make.

Even if there is an alliance or treaty with the kingdom in question, white sails are fair game, and allies should no better than others which ships to set out upon and where to make ships that sail under their own kingdom's banner.

Ships with white sails in general, will not be attacked if found in the waters of a foreign kingdom, but will be subject in the waters of the main island.

Any ship flying the flags of a distinct kingdom will be allowed to pass safely in all but the waters of the Crescent Isle, assuming no hostilities exist.
Should a battle break out, all ships of the foreign land will be assumed hostile until the diplomacy is settled. Captains should not attack the lands ashore themselves ever without war being declared, and must use discression in large scale attacks, as if they incite a war that displeases the Governor, there will be a very hefty price to pay.


Ships in the Crescent Isle Waters:

The Sea of the Crescent Isle may be entered by vessels at their own risk, even kingdom ships, unless they are allies, will be subject to piracy and/or boarding for taxation.

A captain or higher may act as a tax collector for the Governor, assessing taxes due as he sees fit. A vessel must stop to be boarded if approached for taxation, failing to in a timely fashion is considered a hostile act.

In addition to a per person tax, assessed by the captain, ship taxes may also be levied.

New Ships: New ships are of higher value, and thus are deemed to be taxed higher.
The captain must be responsible for the ship tax, and if no one is willing to pay it, then the ship is deemed to be without a captain, and may be impounded for the safely of the hapless occupants.

Hazardous ships: Very Old Ships, or ships damaged in battle, may be viewed as a sea hazard can the captain of that vessel can be fined. Such ships are hazardous to other vessels, as at least one pirate ship was reported to have run aground, after the captain lost control in a fit of uncontrollable laughter upon the sight of such a derelict.

Non-RPish named ships: Why not? as good as any reason to fine someone in the cp waters, if they have a ship named 'so and so sux' or 'Unstick don't take'.
If you ask me, double fines for ships named 'the black pearl' or any ship with a name from a movie based on a Disney-land ride, but I can be grumpy sometimes.


Raiding parties:
Raids may occur on main island towns, and are generally to be announced 5 minutes prior. Basically, it is an invitation for a 'mini war' or skirmish, those who seek to defend the town may come to it's aid, and a landing party of pirates gather to storm the shores, run though those that dally and pick the pockets of the dead.
perhaps if very outnumbered, the surrendering group can be persuaded to offer a ransom for their release (but no drawn out kidnappings, they are not that much fun rp wise)

EXEMPTIONS:
A passenger may carry a letter from the Governor, presuming it's not forged, guaranteeing safe passage for the ship, travelers and crew. Such letters may be dated to expire.

Peaceful people: In the mainland waters, people may be except from taxes should they request it due to being in peaceful and/or are quite new (it's all in good fun after all).


Disclaimer: While a captain and crew acting within the guidelines above should not be faulted if they are within the code, they may be if their actions are deemed to be idiotic, foolish, or otherwise bad and they should have known better.
As always, the Governor has final say, so if you cross him on the grounds that the rules allow you to, expect to suffer for it anyway.




Treaties:

The most common treaty is that of mutual tolerance. The general goal of pirates is to continue their piracy as prolifically as possible, without drawing such ire that they end up with a war on their hands with one or more a strong nations.

Outright alliances are rare, as it usually means being drawn into the affairs of other kingdoms, where as the isles are a place to get away from all that, enjoy the sun on a warm beach with a cold ale, and ponder the calling of the open seas.

When they are created, it is usually because the kingdom that seeks an alliance is at war with a common enemy, that already threatens the pirates' way of life.

A kingdom may declare war on the pirates, even if the pirates only engage in acts in accordance of the code above, the code is outlined for expectations, not for consensus.

A mutual tolerance treaty will generally outline that the actions of pirates who follow the code will be tolerated by the kingdom entering the agreement, which after all includes that the kingdom will not be subject to attack or tax outside of the pirate waters themselves.

Often, treaties with weaker nations may include 'endowments' (protection money, maybe someone can think of a better word) to be paid by the kingdom that wants safe passage, to be paid to the pirates on a weekly basis.
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Old 08-18-2003, 06:47 PM
GoZelda GoZelda is offline
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Re: some ideas

Hey, very nice, Prince ^_^

Quote:
Originally posted by busyrobot

A captain or higher may act as a tax collector for the Governor, assessing taxes due as he sees fit. A vessel must stop to be boarded if approached for taxation, failing to in a timely fashion is considered a hostile act.
And ofcourse the captain or higher must put some of the money in his own pocket
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