Sunday, June 10, 2012

Janissaries, Corsairs and Renegadoes

As mentioned yesterday, here are some stat blocks for the crew and soldiers to be found aboard a Mediterranean galley, along with a new background for Janissaries.

-Nate



Janissaries, Corsairs and Renegadoes
Technically speaking, the Barbary Coast is made up of three main cities—Tunis, Tripoli and Algiers. Each of these cities, by the Golden Age of Piracy, is governed by a local ruler who owes fealty to the Ottoman sultan in Istanbul. (Morocco has its own emperor, who does not answer to the Ottoman court.) Ostensibly the local Ottoman soldiers, known as Janissaries, answers to these rulers, but in truth it is the soldiers who appoint the rulers. Indeed, it has happened on more than a few occasions that the Janissaries, growing dissatisfied with a ruler, have him assassinated and thus appoint a replacement.

While the Janissaries serve aboard the Barbary galleys, they do not crew them. That is the job of the corsairs, led by a captain who has the title of Ra'is. Depending on the type of vessel, it might also hold a large number of slaves. This was one of the most severe punishments that a slave could face, being consigned to row one such vessel. Such slaves were generally kept chained in their seats, living in their own filth while performing grueling labor day in and day out. As the corsairs became more adept at crewing square-rigged European sailing ships, however, the use of slaves for rowing became less frequent. Still, the advantages of being able to move no matter what the wind has kept this kind of ship in use well after Europeans have stopped using them.

Amongst the corsairs there is also a rare breed of particular infamy, the Renegadoes. These are European sailors who have “turned Turk,” as the expression goes, adopting Islam and entering the service of one Barbary ruler or another. These turncoats are especially indemnified, both for having renounced Christianity and for providing the corsairs with the secrets of European seafaring techniques.

Typical Corsair
Sea Dog 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atk +2 (1d6+1, cutlass) or +3 (2d6, long musket); SQ Enlightened, Close Quarters +1,Dodge; AL N; SV: Fort +4, Ref +4, Will +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.
Background: Sea Devil.
Skills: Climb +5, Listen +3, Profession (sailor) +6, Spot +3, Survival +6, Use Rope +6.
Feats: Point Blank Shot, Precise Shot.
Fortunes: Enlightened, Code of Honor (Islam).
Equipment: Clothing, cutlass, knife, long musket, powder and shot.

These sailors are either native to the Ottoman Empire, or are sailors from other countries who have adopted Islam as their creed. Either way, they are more disciplined than most of the pirates who operate out of the Caribbean. Ostensibly they eschew alcohol and womanizing, although some crews are definitely more disciplined than others. Typical clothing for these sailors includes a loose shirt and breeches with a turban; a sash around the waist holds various pouches and weapons.

Corsair Captain (Ra'is or Renegado)
Sea Dog 4/ Sea Officer 3; CR 7; Size medium; HD 7d10+7; hp 50; Init +3 (+3 Dex); Spd 30 ft.; AC 11 (+1 dueling jacket); Atk +4 (1d6, cutlass) or +4 (2d6, long musket); SQ Enlightened, Close Quarters +1, Dodge, 1st Favored Ship (Galley), Mobility, Skill Expert +2, Command (morale bonus); AL N; SV: Fort +4, Ref +4, Will +3; Str 10, Dex 10, Con 12, Int 12, Wis 14, Cha 17.
Background: Sea Devil.
Skills: Climb +7, Diplomacy +13, Knowledge (navigation) +9, Listen +9, Profession (sailor) +9, Spot +9, Survival +6, Use Rope +7.
Feats: Far Shot, Point Blank Shot, Precise Shot.
Fortunes: Enlightened, Code of Honor (Islam).
Equipment: Clothing, dueling jacket, cutlass, knife, long musket, powder and shot.

The corsair captain dresses much like his crew members, if perhaps a little better. He might supplement with an elaborate cloak and perhaps, as a reward for great service, an ostrich feather in his turban.
One element that separates the ra'is from other corsairs is his connection to the powers that be in the Mediterranean. They answer to the ruler of the city from which they operate, and even act as advisors to him. In this way some of them develop a sense of even grander possibilities, as evidenced by those who went on to rule their own cities.

Typical Janissary
Fighter 1; CR 1; Size medium; HD 1d10+2; hp 12; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +4 (1d6+2, scimitar) or +2 (2d6, short musket); SQ none; AL LN; SV: Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +6, Craft (various) +3, Diplomacy +5, Jump +6.
Feats: Power Attack, Weapon Focus (scimitar).
Fortunes: Code of Honor (adherence to Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short musket, powder and shot.

The janissaries form a brotherhood of soldiers who eat, sleep, fight and die together. They are the ultimate elite, highly trained and unfailingly loyal to each other and the Ottoman ruler. The order's uniform consists of a tall, round hat, loose trousers and shirt with a vest, and a sash around the waist for holding equipment.

Janissary Lieutenant
Fighter 5; CR 5; Size medium; HD 5d10+10; hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 buff coat); Atk +9 (1d6+5, scimitar) or +6 (2d6, short musket); SQ none; AL LN; SV: Fort +6, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +11, Craft (various) +7, Diplomacy +5, Jump +11.
Feats: Cleave, Great Cleave, Power Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Fortunes: Code of Honor (adherence to Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short musket, powder and shot.

Janissary Commander
Fighter 9; CR 9; Size medium; HD 9d10+18; hp 72; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 buff coat); Atk +13/+8 (1d6+5, scimitar) or +11/+7 (2d6, short musket); SQ none; AL LN; SV: Fort +8, Ref +5, Will +3; Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 12.
Background: Janissary.
Skills: Climb +15, Craft (various) +11, Diplomacy +5, Jump +15.
Feats: Cleave, Great Cleave, Far Shot, Firearms Drill, Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Fortunes: Code of Honor (adherence to Islam and loyalty to the Ottoman sultan).
Equipment: Buff coat, scimitar, short musket, powder and shot.


New Background: Janissary
You are one of the elite, trained since birth to serve the Pasha. Because of this you are schooled in military techniques, but also in less violent fields of endeavor.
Free Skill Ranks: Choose 2 ranks in two of the following skills: Craft, Diplomacy, Knowledge, Perform.
Bonuses and Penalties: Because of the respect that they hold for you, you receive a +2 bonus to Charisma-related skill checks made involving citizens of the Ottoman Empire. Because of the conflict between it and Christian countries, however, you suffer a -2 penalty to such checks made with citizens of European countries.

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