All about Piracy Role play

We really would like to encourage RP at our sims . Though participating is not a must , if you want to dive into RP, u might try to find some time and read the information below.  How cool it is to play a part in your own written script for a Pirate adventure!

Do’s and don’ts

  • Please wear clothing fitting to your role and time. ( for tourists and renters at Batenburg not a strict rule) click link for free clothes
  • Are u new? Please observate if players are IC ( in character) or OOC ( out of character).  We dont wear OOC huds. Normally open chat is used for Role Play activities and OOC chats in IM. Observing and adaptation is the best start.
  • When in combat or in role-play we wear meters. Wearing meters means u will be a target in any situation. If u dont want to play, please tell the others in group chat, or announce you are wearing meters for testing or learning. click link to get meters
  • Sailing a SPD ship: its always dangerous to sail in pirates waters. Other ships could shoot and sink you. But if u tell other players ( in group chat or in IM ) your not in battle mood , they will respect your wish. click to buy ships
  • Modern vehicles are permitted for tourists or OOC events. During events as sea battles all other vehicles need to stay out of battle grounds
  • Land cannons can be used to shoot at ships.. but not during battle when its not part of the game.
  • Flying is permitted, but … it looks more realistic when you swim and to get a swim hud
  • Although history did not mention things about pirate/ navy furries , tinies , or dinkies, players using those avatars are welcome. In IW are pirate groups of them.
  •  We have a no ban policy, unless a griefer is trying to get the sims down by running damaging scripts, or people are getting stalked. We suggest you use your mute button for people u dont want to meet 🙂
  • Please clean up sims and pick up vehicles. No parking of modern vehicles on all sims. Ships can be moored at docks if they are in your prims limits.

Combat Cuture

Typical Combat Meter for Pirate RP is the SPD Meter (it’s built in ships, cannons, and arms). Avatars wear the SPD health meter, provided for free at many SIMs . Lately sim owners can chose for the Unity combat system too. For trading and farming, in Inworldz the Unity system is used also.

Pirates love to FIGHT! Love naval battles, sailing, sword fighting, robbing, intrigues and ongoing story lines where every player can make the story change with his or her roleplay, spontaneously! So no scenarios, for the story will develop itself. Here in InWorldz even old stories out of other grids are continuing and the characters of some persons refer to those ancient tales, played for 6 years or longer. Some Captains are famous heroes (just make sure your reputation for being notorious for causing trouble is only IC in roleplay!). Pirate RP has many traditions and the old players are proud of them.

Battle events have specific rules and equipment you need. Battle rules are strict, but our games are in good fun. We don’t like cheaters or sabotage. Those will be made to walk the plank.

There are different kinds of battles in Pirate world, but of course most of them have to do with sea battles, and on land battles with pistol and sword. Land defense was given shape by cannons.

What kind of Battles can be seen?

FFA – Free for all is a sea battle where every type of ship, no matter how big it is and how many cannons it has, can join. All gather at a place and most of the time there is a harbor master to observe what ship is able to survive all the other shooting ships. Whoever sinks is out…but there are more usually multiple rounds played. These battles are very attractive for both participants and observers, for you see lots of different ships, lots of fire and smoke!

RACES – Rules regarding what ships can join are more strict here, for this is a race: normally there is a route ships have to follow, who is out of the route is disqualified. The route is visible by huge arrows on the sea.. When the ships are racing, the competitors are allowed to shoot each other also.

MELEE – players fight with swords in a arena. Generally player vs. player.

As an example : there are hunts, like gold is hidden in caves and captains need to sail to an island to search it. Of course ships shoot each other and in the caves is sword fighting allowed.
Or: different groups fight for capturing a merchant ship, rob the gold, the rum, or treasure … there are lots of story lines to use.

Very common is battles between clans : pirate groups with different culture and background, who are traditionally in war with other groups. And, in many SIMs pirates fight with their natural enemy, Navy ships, soldiers and officers.

Captains fight against whales, krakkens, or other creatures. Also, there are Merfolk communities attacking sailors from all groups or clans.

There is a large variety in ships types, from little gunboats to huge galleons, also arms can be all sorts of pistols, swords, bayonets, cannons, but they are all scripted with the SPD scripts. Ships and cannons, and other objects can be damaged and will explode when hit.
Every ship, cannon, etc had its own amount of hit points; how many times does it need to be hit by bullets till it is destroyed? Communities normally have rules about how many hit points a certain ship should have, what the maximum speed is, etc etc. Some ships are allowed in battle, others not. But its normal there are standards for ships of different classes and shape.

The SPD health meter, is made for a lot of RP features, a person loses health after being hit, finally falls down on the ground and in RP, its normal to wait will battle is over before you reset the meter. This meter allows a person also to drag a person to a prison, cage, whatever is needed in the RP, and people can heal each other also. Its a very advanced system and it can be found for free at almost every dock or shop. In almost every battle participants are asked to wear meters and wearing one will tell the others you are fighting, and expecting you to play your role .

Lots of battles are scheduled in the events calendar to ensure maximum participation. But…. also in group chat, its very common people starting a conversation, discussion ( in RP ) to make the captains raise their sails, and have a nice sea battle spontaneously.

For instance, a navy member announces a patrol in group chat, and this can result pirates sail immediately to give the navy battle ship a warm welcome.



We find the next groups in pirate RP:

Corsairs ….

The Barbary pirates, sometimes called Barbary corsairs or Ottoman corsairs, were pirates and privateers who operated from North Africa, based primarily in the ports of Salé, Algiers, Tunis, and Tripoli. This area was known in Europe as the Barbary Coast, a term derived from the name of its Berber inhabitants. Their predation extended throughout the Mediterranean, south along West Africa’s Atlantic seaboard and even South America, and into the North Atlantic as far north as Iceland, but they primarily operated in the western Mediterranean. In addition to seizing ships, they engaged in Razzias, raids on European coastal towns and villages, mainly in Italy, France, Spain, and Portugal, but also in the British Isles, the Netherlands and as far away as Iceland. The main purpose of their attacks was to capture Christian slaves for the Ottoman slave trade as well as the general Muslim market in North Africa and the Middle East.


The classic era of piracy was in the Caribbean, circa 1650 until the mid-1720s. By 1650, France, England and the United Provinces began to develop their colonial empires. This involved considerable seaborne trade, and a general economic improvement: there was money to be made—or stolen—and much of it traveled by ship.

This period is most seen in RP in the virtual world, for its most popular also in movies and literature. But also in Antiquity there was piracy and some say, the vikings were the first pirates in history. So a wide range of time episodes can be used for piracy rp, going into the 18 th or even 19th century.

In RP we see different pirate groups, playing with historical characters and very genuine, other groups form clans with self chosen background stories and names. Their decorum is often Caribbean, but northern Europe ( Ireland and Scandinavia ) is seen also.

On Port Celyddon and Leper Colony is a fantasy twist, for there are storylines about fairies and elves.  Nor sure if they are true stories, or only as a result of a drunken sailors fantasy.. 😀

Continental navy, royal navy.

This group represent the colonial authority in a specific period and from a specific country ( there is even a Swedish navy group. They wear the uniforms, hats, weapons, historically known belonging to this group. Players in a navy group often have a rank, ( colonel, admiral, diplomat ) and very otfen seen is that Royalty has the leadership over these forces and the RP group is representing the administration.

Traditionally spoken the navy groups and pirate/ corsair group are strong opponents. But after battle and RP, its a good tradition also, all members playing at a RP sim, visit the ball, or go to weddings from all members and have a good time.


This are the captains who earn a salary ( or rum ) by working for either pirate, corsair or navy groups. Very often seen is that privateers are well known for their fighting skills.

Natives .

These are groups of players, living as natives and looking as natives and have their own culture, habits, and houses in natural surroundings like tropical forests, mountains, etc. Their role in RP is various :
– defending community against colonial opposition or pirate attacks
– cannibalism
– they often represent their cultural background with nature religion, gods, have special healing skills, use natural materials, ( bamboo ships ). The tribe is always represented by a group of leaders, have their own symbols and colors.
Sometimes there are animal avatars, some are allowed to talk, others are only there for hunting or they hunt on humans.

Mermaids and Sirens.

It because they play a important part in sailors stories, often a Merfolk community is seen. They live in specially made sea castles, shells, reefs, shipwrecks. Their characters are mostly silent and peaceful, they are the eyes and the ears of the sea. They often appear suddenly to people at the shores, listen to their conversations and sometimes join. They sometimes tell sailors where they hide treasures.

When peace in mer community is disturbed, they can also play a part in battles, attack ships with their special weapons, and some sailors can be hunted if they behave bad.

There are Mermaids, but also Mermen. Sirens have a more violent reputation and all sailors fear them.

Famous are the Merfolk dances, they perform for sailors and other people, an event with music, fantasy builts, etc.

Other often seen characters in piracy RP

– Merchants. Some have special ships, some trade on land-
– Tavern wenches: taverns are very important for socializing after battle.
– Farmers, healers, gypsies, shipwright, blacksmith, al the professions you can imagine for “landlubbers”



Animals (both speaking and non-speaking)

Mermaids and Sirens

Sea Monsters

Roleplay Culture

Pirate RP = REALISM!
Pirate roleplay culture can be varied and is generally not too strict. Choosing a role that fits him or her best is key. Do you want to be a dashing Pirate, a King’s Man serving Her Majesty’s Royal Navy? Maybe a Privateer, Corsair or a member of one of the native tribes? How about a Diplomat, a fisherman or a trader? You can even be a Mermaid, Merman or choose an animal avatar such as a shark, monkey or panther. As is usual with all roleplay realms, do check community rules to find out if an animal is allowed to talk/roleplay, or just there to attack, be hunted or just be scenery.

Genders are equal in most roleplay realms and discrimination of any sort is not allowed. Women can choose to be a Captain, a wench, a bar dancer, an Admiral of the Royal Navy, or other non-traditional gender roles. Slavery, adult activities and capture are uncommon on pirate sims; capturing typically only takes place if both players agree to the roleplay.

Once you enter the community, other players will help you to get acquainted with the story lines, the history of the lands and schedule of events and happenings. Typically, there will be an IC or OOC chat group where people will talk in “Old English” and use the word “Lass” and “Lad”. This is not a strict requirement though as it can be quite a challenge for non-British players.

After choosing your role, always make sure you choose themed clothes so others will recognize your role immediately (this also discourages metagaming like reading tags). In many pirate realms Tinies, Furries and ‘other races’ are welcome as long as they dress according to their role. Please also make sure your vehicles, arms, etc are in keeping with the realm’s time period. So, for Pirate roleplay there are no steamships at 17th Century RP SIMs, no airplanes or spaceships.

Any fantasy avatars found in the roleplay are typically characters out of sailor stories. Sea monsters, Merfolk, sea witches and other fantasy sea creatures can spice up the experience.

Pirates love to FIGHT! Love naval battles, sailing, sword fighting, robbing, intrigues and ongoing storylines where every player can make the story change with his or her roleplay, spontaneously! So no scenarios, for the story will develop itself. Here in InWorldz even old stories out of other grids are continuing and the characters of some persons refer to those ancient tales, played for 6 years or longer. Some Captains are famous heroes (just make sure your reputation for being notorious for causing trouble is only IC in roleplay!). Pirate RP has many traditions and the old players are proud of them.

Battle events have specific rules and equipment you need. Battle rules are strict, but our games are in good fun. We don’t like cheaters or sabotage. Those will be made to walk the plank.

In many Pirate realms, Visitor/Observers are welcome and allowed to dress as they please.

Sims in the Pirate community are sticklers for realism. You will be a part of some of the most beautiful realms in the Grid.

Play in Pirate realms emphasizes FAIRNESS. Be a good sports in fights, be rude Pirates ICly; friendly and polite OOCly.

Make your choice for PIRATE roleplay and be a part of one of the most exciting communities in the virtual world!


The time periods covered by roleplay sims can vary pretty widely, but there are some generalities that are usually covered by the medi-fantasy roleplay genre that are common throughout. While the number of the year may change based on the roleplay setting, they tend to cover or imitate certain real-world Earth equivalent time periods.

Broadly speaking, most roleplay periods will at least loosely portray at least one of the following periods of history:

Ancient Rome 509 BC – 476)
Dark Ages (Europe, 4th century – 900)
Middle Ages (Europe, 5th century – 15th century)
Early Middle Ages (Europe, 5th century – 10th century)
High Middle Ages (Europe, 10th century – 13th century)
Late Middle Ages (Europe, 14th century – 15th century)
Viking Age (Scandinavia, Europe, 793 – 1066)
The Renaissance (Europe, 14th century – 16th century)
Elizabethan period (England, 1558–1603)
The Golden Age of Piracy (Caribbean, the Americas, 1650s to the 1730s)
VOC ( Dutch East Indian Company) golden age or colonialism , overseas trade)
Early 18 th century, Europe , the Irish, Brits, French and Dutch pirates

Many times, especially when more of a fantasy element is present, more than one period may be represented. For example, you may have a Viking village with Blackbeard’s pirate ship docked nearby. Other times, particularly with historical roleplay, the requirements for what is allowed on sim will be more strict to the time period, especially concerning weapons, armor, clothing, vehicles, and buildings.

Most sim owners and admins don’t expect players to be history buffs. There are usually notecards giving a fairly detailed description of what is considered acceptable to the time period, and will answer questions or direct players to resources for their own research. A Google search will usually give enough of an overview for players to have an idea of what is needed.

“The Golden Age of Piracy” in different parts of the world. 

The classic era of piracy was in the Caribbean, circa 1650 until the mid-1720s. By 1650, France, England and the United Provinces began to develop their colonial empires. This involved considerable seaborne trade, and a general economic improvement: there was money to be made—or stolen—and much of it traveled by ship.

French buccaneers were established on northern Hispaniola as early as 1625, but lived at first mostly as hunters rather than robbers; their transition to full-time piracy was gradual and motivated in part by Spanish efforts to wipe out both the buccaneers and the prey animals on which they depended. The buccaneers’ migration from Hispaniola’s mainland to the more defensible offshore island of Tortuga limited their resources and accelerated their piratical raids. According to Alexandre Exquemelin, a buccaneer and historian who remains a major source on this period, the Tortuga buccaneer Pierre Le Grand pioneered the settlers’ attacks on galleons making the return voyage to Spain.

The growth of buccaneering on Tortuga was augmented by the English capture of Jamaica from Spain in 1655. The early English governors of Jamaica freely granted letters of marque to Tortuga buccaneers and to their own countrymen, while the growth of Port Royal provided these raiders with a far more profitable and enjoyable place to sell their booty. In the 1660s, the new French governor of Tortuga, Bertrand d’Ogeron, similarly provided privateering commissions both to his own colonists and to English cutthroats from Port Royal. These conditions brought Caribbean buccaneering to its zenith.

Henry Every is shown selling his loot in this engraving by Howard Pyle. Every’s capture of the Grand Mughal ship Ganj-i-Sawai in 1695 stands as one of the most profitable pirate raids ever perpetrated.

A new phase of piracy began in the 1690s as English pirates began to look beyond the Caribbean for treasure. The fall of Britain’s Stuart kings had restored the traditional enmity between Britain and France, thus ending the profitable collaboration between English Jamaica and French Tortuga. The devastation of Port Royal by an earthquake in 1692 further reduced the Caribbean’s attractions by destroying the pirates’ chief market for fenced plunder. Caribbean colonial governors began to discard the traditional policy of “no peace beyond the Line,” under which it was understood that war would continue (and thus letters of marque would be granted) in the Caribbean regardless of peace treaties signed in Europe; henceforth, commissions would be granted only in wartime, and their limitations would be strictly enforced. Furthermore, much of the Spanish Main had simply been exhausted; Maracaibo alone had been sacked three times between 1667 and 1678, while Río de la Hacha had been raided five times and Tolú eight.

Bartholomew Roberts was the pirate with most captures during the Golden Age of Piracy. He is now known for hanging the governor of Martinique from the yardarm of his ship.
At the same time, England’s less favored colonies, including Bermuda, New York, and Rhode Island, had become cash-starved by the Navigation Acts, which restricted trade with foreign ships. Merchants and governors eager for coin were willing to overlook and even underwrite pirate voyages; one colonial official defended a pirate because he thought it “very harsh to hang people that brings in gold to these provinces. “Although some of these pirates operating out of New England and the Middle Colonies targeted Spain’s remoter Pacific coast colonies well into the 1690s and beyond, the Indian Ocean was a richer and more tempting target. India’s economic output was large during this time, especially in high-value luxury goods like silk and calico which made ideal pirate booty; at the same time, no powerful navies plied the Indian Ocean, leaving both local shipping and the various East India companies’ vessels vulnerable to attack. This set the stage for the famous pirates, Thomas Tew, Henry Every, Robert Culliford and (although his guilt remains controversial) William Kidd.

Between 1713 and 1714, a succession of peace treaties was signed which ended the War of the Spanish Succession. With the end of this conflict, thousands of seamen, including Britain’s paramilitary privateers, were relieved of military duty. The result was a large number of trained, idle sailors at a time when the cross-Atlantic colonial shipping trade was beginning to boom. In addition, Europeans who had been pushed by unemployment to become sailors and soldiers involved in slaving were often enthusiastic to abandon that profession and turn to pirating, giving pirate captains for many years a constant pool of trained European recruits to be found in west African waters and coasts, but also in the waters of North Ireland.

In 1715, pirates launched a major raid on Spanish divers trying to recover gold from a sunken treasure galleon near Florida. The nucleus of the pirate force was a group of English ex-privateers, all of whom would soon be enshrined in infamy: Henry Jennings, Charles Vane, Samuel Bellamy, and Edward England. The attack was successful, but contrary to their expectations, the governor of Jamaica refused to allow Jennings and their cohorts to spend their loot on his island. With Kingston and the declining Port Royal closed to them, Jennings and his comrades founded a new pirate base at Nassau, on the island of New Providence in the Bahamas, which had been abandoned during the war. Until the arrival of governor Woodes Rogers three years later, Nassau would be home for these pirates and their many recruits.

Shipping traffic between Africa, the Caribbean, and Europe began to soar in the 18th century, a model that was known as triangular trade, and was a rich target for piracy. Trade ships sailed from Europe to the African coast, trading manufactured goods and weapons for slaves. The traders would then sail to the Caribbean to sell the slaves, and return to Europe with goods such as sugar, tobacco and cocoa. Another triangular trade saw ships carry raw materials, preserved cod, and rum to Europe, where a portion of the cargo would be sold for manufactured goods, which (along with the remainder of the original load) were transported to the Caribbean, where they were exchanged for sugar and molasses, which (with some manufactured articles) were borne to New England. Ships in the triangular trade made money at each stop.

As part of the peace settlement of the War of the Spanish succession, Britain obtained the asiento, a Spanish government contract, to supply slaves to Spain’s new world colonies, providing British traders and smugglers more access to the traditionally closed Spanish markets in America. This arrangement also contributed heavily to the spread of piracy across the western Atlantic at this time. Shipping to the colonies boomed simultaneously with the flood of skilled mariners after the war. Merchant shippers used the surplus of sailors’ labor to drive wages down, cutting corners to maximize their profits, and creating unsavory conditions aboard their vessels. Merchant sailors suffered from mortality rates as high or higher than the slaves being transported (Rediker, 2004). Living conditions were so poor that many sailors began to prefer a freer existence as a pirate. The increased volume of shipping traffic also could sustain a large body of brigands preying upon it. Among the most infamous Caribbean pirates of the time, was Edward Teach or Blackbeard, Calico Jack Rackham and Bartholomew Roberts. Most of these pirates were eventually hunted down by the Royal Navy and killed or captured; several battles were fought between the brigands and the colonial powers on both land and sea.

Piracy in the Caribbean declined for the next several decades after 1730, but by the 1810s many pirates roamed the waters though they were not as bold or successful as their predecessors. The most successful pirates of the era were Jean Lafitte and Roberto Cofresi. Lafitte is considered by many to be the last buccaneer due to his army of pirates and fleet of pirate ships which held bases in and around the Gulf of Mexico. Lafitte and his men participated in the War of 1812 battle of New Orleans. Cofresi’s base was in Mona Island, Puerto Rico, from where he disrupted the commerce throughout the region. He became the last major target of the international anti-piracy operations.

North America

River piracy, in late 18th-mid-19th century America, was primarily concentrated along the Ohio River and Mississippi River valleys. In 1803, at Tower Rock, the U.S. Army dragoons, possibly, from the frontier army post up river at Fort Kaskaskia, on the Illinois side opposite St. Louis, raided and drove out the river pirates.

Stack Island was also associated with river pirates and counterfeiters in the late 1790s. In 1809, the last major river pirate activity took place, on the Upper Mississippi River, and river piracy in this area came to an abrupt end, when a group of flatboatmen raided the island, wiping out the river pirates. From 1790–1834, Cave-In-Rock was the principal outlaw lair and headquarters of river pirate activity in the Ohio River region, from which Samuel Mason led a gang of river pirates on the Ohio River.

River piracy continued on the lower Mississippi River, from the early 1800s to the mid-1830s, declining as a result of direct military action and local law enforcement and regulator-vigilante groups that uprooted and swept out pockets of outlaw resistance.
Great Lakes piracy occurred, from 1900–1930, on Lake Michigan, through the exploits of “Roaring” Dan Seavey.