Pyrate Republic
The Pyrate Republic is a loose alliance of pyrate factions that collectively control the Southern Antilles.
The formation of the Pyrate Republic has been turbulent and it remains unsteady.
The major factions and their vassals mistrust each other and are on the verge of splintering.
The recent Night of Flames at the Bight of Betrayal event in the Hopesail Confederacy has turned the Pyrate Republic’s attention Northwards, where plundering opportunities await.
Pyrate Republic Factions
The Pyrate Republic includes six major factions: Rock Coast Broeders, Cibernetix Legión, Cangrejo Hybrids, Guantánamo Corsarios, Malvada Armada, and Yucatán Flotilla.
Pyrate Republic History
In the aftermath of Psychezoa’s planetfall and the ensuing Century of Deconstruction, the Southern Antilles Archipelago plunged into disarray. Imperio Eterno de Mexicano Gobernadors lost control of the region, and it became a hotbed of conflict. Sea trade collapsed, island nations regressed, and rival factions competed for dwindling resources. Micronations became authoritarian or lawless, and the cutthroat pyrates of ancient past rose to power again.
While the well-organised Hopesail Confederacy stabilised the Lucayan Archipelago to the North, the Caribbean Sea islands to the South remained fractured and rife with predatory factions.
Cuba transformed into the Tainos Supremo and Havana devolved into Habaguanex. Seablight Entities grew stronger and bolder, organic clustesr expanded and infested inland, and pyrate armadas thrived. Skrap plunderers raided coastal communities while Cambiformas syrens sang to sailors, psychically tempting them under the waves with unspeakable riches. This period became known as Tiempo de Dolor, the time of pain.
Formation of the Pyrate Republic
The Windward Islands Empresa arrived at The Rock (formerly Jamaica) in the early 24th Century. The masked interlocutors used Saviour Flame to secure the island and provide its people safety. Those hiding in mountain bastions returned to the shores to re-build timber mills, quarries, breweries, and shipwrights. Kingston was then connected to Empresario and the Confederacy.
In 2437 CE Bazl ‘Blackbard’ Jackson rose to power on The Rock by usurping the Windward Island Empresa and forming the Rock Coast Broeders & Sistas. Governor-Captain Blakbard preached a Pyrate Code based on crew equality.
In parallel, Mansa-Faama Teodoro Nguema secured Pòtoprens in West Empresario as the head of the Cibernetix Legión.
The two warlords would meet in 2455 CE and become unlikely allies. Together they created the Pyrate Republic.
The Pyrate Code
Central to the Pyrate Republic is the Pyrate Code. Both Blackbard and Teodoro espoused the values of the Code as one of the benefits of membership with the Republic.
They faced skepticism and resistance from outlier pyrates, who saw them as naive or deceptive. The duo persisted, employing diplomacy, dispensing favours, performing acts of goodwill, and eliminating belligerent rivals to build bridges between disparate factions. They formed trading routes and safe havens for pyrates sailing between Kingston and Pòtoprens, demonstrating the advantages of unity.
Slowly, factions that had once been bitter rivals began to see the potential for an alternative future. The Pyrate Republic’s survival relies on Southern Antilles aggression being directed towards common foes: the Hopesail Confederacy, Masqued Guilds, and Blighted Tribes.
A Pyrate Code of Conduct and Ship’s Articles of Agreement
Every pyrate has a vote in affairs of moment. They also have equal title to fresh provisions or strong liquors at any time seized, and may use them at pleasure, unless a scarcity makes it necessary to vote a retrenchment.
Discipline during voyage
No person to game at cards or dice for money. The lights and candles to be put out at eight o’clock at night: if any of the crew, after that hour still remained inclined for drinking, they are to do it on the open deck. They must keep their piece, pistols, and cutlass clean and fit for service. To desert the ship or quarters in battle is punished with death or marooning on blighted land. No striking one another on board, and every pyrate’s quarrels to be ended on shore at sword and pistol.
Division of Treasure
The Captain and Quartermixter to receive two shares of a prize: the commander, boatswain, and gunner, one share and a half, and other officers one and quarter. After whom they draw equal parts from the highest even to the lowest mariner.
Compensation for Injury
If a pyrate should lose a limb, or become a cripple in their service, they have eight hundred dollars out of the public stock, or have appropriate cibernetic compensation.
These articles to be sworn on an axe, pistol, sword, cannon, or respected skull.
The Pyrate Code, 2450 CE
Pyrate Republic Appearance
Southern Antilles pyrates wear mariner clothes that are practical and hard-wearing. These range from loose fabrics, combat armour, tattered rags, and practical plated vests to rich coats garish displays of wealth. When ashore, many successful pyrates have adopted the ancient Ancestor pyrate style promoted by Captain Blakbard, which includes colourful bandannas, distinctive bicorne hats, and embellished velvet coats and jackets.
Pyrate Republic Demeanor
Most pyrates are untrusting, loud, and aggressive. They work hard and play even harder. The Pyrate Code has brought some modicum of order and civility to the Southern seas, discouraging excessive backstabbing. When relaxed, pyrates are jovial and likely to spend their time drinking, gambling, and whoring. Pyrates enjoy sailing, perhaps for the sense of freedom it provides, but more likely for the opportunities it provides for plunder and prestige.
Pyrate Republic Language(s)
Lengua Karibeño and Southern Creole are the predominate languages spoken across the Pyrate Republic. Some pyrates also know Eastrican, Northern Creole, Nova Portuguese, and Yucatec. The Cangrejo Hybrids and Yucatán Flotilla are familiar with Blightspeak.
Pyrate Republic Occupations
Pyrate roles are dicitated by the necessities of working life on the blighted seas, as well as informed by the Pyrate Code. Officer positions include captain, contramaestre, quartermixter, piloto, and marine coronel. These positions are elected by an equal vote of the crew or a captain’s pick. Common crew roles include coxswain, mechanic, and swabbie. A full list of officer and crew roles is provided in Vessels.
Pyrate Republic Religions
Most pyrates are superstitious and pay respect to Orixa Spirits in the hopes they will protect them from Seablight Entities, other pyrates, or Hopesail Confederacy patrols. Some pyrates follow ancient Abrahamic-derived religions, most commonly Denunciation and Proclamation Christianity, as well as Post-Destination Islam. Secret worship of the Awakened Path is universally despised by pyrate mariners, and the only outcome for a discovered Kongregan is a watery grave.
Pyrate Republic Arms and Armour
It is a foolish pyrate that isn’t armed with at least one melee or ranged weapon. A capable pyrate will wear ballistic cloth, flak jacket, have a sheathed dagger, and carry an automatic handgun. Elite pyrates, such as the Cibernetica Legión’s Seaturions or Malvada Armada’s Guerraro De Asalato, carry heavy weapons and may be augmented with cibernetics. Warriors of the Cangrejo Hybrids usually have mutant and psychic powers.
Pyrate Republic Cultural Skills
A typical pyrate will know how to Bargain, Pilot, Brawl, Grapple, Parry, Firearm, Swim, Throw, and Game. Officers are likely to be competent in their role, which can include Command, Navigate, Fast Talk, Listen, Spot, and/or Repair, as well as specialised Knowledge of carpentry, provision management, logistics, maritime engineering, medicine, heavy weapons, heavy machine, Pyrate Code, and/or armament maintenance.
Pyrate Republic Cultural Items
A pyrate may carry a compass, fishing line, and rations. Precious jewels may be worn as rings, earrings, and necklaces, to enable efficient trading in uncertain circumstances.
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