The People

Iron Latitudes is a pirate RPG set on an archipelago at the far rim of the Spanish Main. Your harbor is Rope's End: a wrecker-built town with one deep anchorage, one tavern, and no king over it, by choice.

Some of the people here are worth knowing. The rest you will meet anyway, and they will remember how it went.

The People of Rope's End, and Some Worth Hiring

Allies is a strong word. Call them the people who will know your name first.

Mother Carey

Keeper of the Tavern at Rope's End

Everyone at Rope's End eats free once. That is Mother Carey's law, and the haven's whole constitution: sit, eat, and be seen eating, because from that hour the island is watching what you do with the kindness. Her room is warm, her stew is generous, and everything at Rope's End starts there. Work does. Rumor does, and gets sorted before it is served. The back table where the haven quietly decides things sits in her room, and nobody sits there without her say. Break truce under somebody's roof, anywhere, and hers is the first door that shuts. There was a Mother Carey before her. There will be one after. She says so herself, ladle still moving: the room matters more than whoever keeps it, and she has given it thirty years so far.

The Pelican

Fence and Keeper of the Ledger of Favors

A man named for a bird, in a place where that is not a joke. The Pelican buys what should not exist and sells what cannot be asked for, but his real trade is the Ledger: the book of favors owed and favors paid that Rope's End actually runs on, gold being how outsiders keep score. "I don't know you," he tells every new captain, cheerfully. "At Rope's End that is no insult. It is a head start." Earn a page in his book and he will show it to you rather than read it aloud, which tells you most of what you need to know. The haven does not trust captains it has not seen bleed, and the Pelican is, by his own account, the haven's favorite pair of eyes.

Josiah "Half-Hull" Okoro

Shipwright

Okoro watched your ship come in before you ever reached his yard, and he will tell you what is wrong with her before you sit down. He cannot help it: hulls talk, and he has spent a life listening. His yard takes anything that floats, from the yal you built on a beach to a frigate limping in under a jury rig. "Bring me the boat," he says, "not the story." Treat a hull well and he will say she speaks well of you. He means the ship. He always means the ship. There is something under a tarp in his yard, a shape with finer lines than anything Rope's End has floated in years. Ask what it is and you get one word, "a keel," and the tarp does not move again while you stand there.

Doña Vidonia

the Assayer

Twenty years she weighed silver for the King of Spain. His scales lied and hers did not, so now she weighs at Rope's End, where the arrangement suits everyone better. She is the neutral scale in these waters: every faction needs her more than they would like to own her, and her independence is the one thing she has never put on the scale. Her bench has one rule beyond the posted fee. Genuine interests her, fakes offend her, and both cost the same to name. She handles nothing with her bare hands, gloves in all weathers. Twice a year a letter arrives from Spain, offering her old post back, with honors. She reads every one to the end, by the window. Then she lights the assay lamp with it.

Verity Ashe

Navigator for Hire

A captain in these waters does not sail alone for long. You hire officers: named hands with trades and histories of their own, and every one comes aboard with a sea-chest, and every sea-chest has a false bottom. You will meet Verity Ashe at a chart-seller's stall, correcting the man's stock in pencil, unable to stop herself. She is precise the way other people are devout, and she is the finest navigator you will ever have the chance to hire, which raises the question of why she is for hire. The answer is under the false bottom: twelve years of original workings, kept the way other people keep letters. Somewhere there is an official chart that shows safe passage where a reef stands, and her name was the price of that error. Nobody has read the workings. She has never once offered.

The Ones You Will Wish You Hadn't Met

A note on monsters: these waters keep their ghosts ambiguous. The things below are real. Whether they are what the tavern says they are is another matter.

The Other Captain

Every deck you board has one. He is not a monster; he is a man doing arithmetic, and until you came over the rail the arithmetic favored him. His crew fight because he stands there insisting the pay is still real. They are not wrong to. Neither are you. When he falls, the fight goes out of the deck like air out of a sail, and what happens in the quiet afterward is yours: quarter, or no quarter. Nobody will stop you either way. But these are talking waters, and every dock from here to the silver route will hear which one you chose, and the name they start calling your crew will have been earned honestly. That is the trouble with it.

Edward Low

Sailors here argue about everything. Ghost lights, drowned bells, what the ruins are, whether the thing in the deep water has ever really taken a ship. Nobody argues about Low. He is the one man the brotherhood itself disowns, the proof that the worst thing in these waters needs no curse, no ruin, and no bad night on anyone's list. What he does to taken crews is not printed here and is not printed anywhere; it travels mouth to mouth, the way the worst things do, losing nothing. There is exactly one name that has made allies of the navy, the haven, and the Guild at the same table. It is his.

Edward Teach, called Blackbeard

The slow-matches in the beard, the smoke, the devil talk: theatre, and he will tell you so himself, which is somehow worse. Teach worked out early that terror is cheaper than powder, and he has spent a career being the story mothers tell on three coasts. Which is why the people who watch such things are uneasy now. Lately the most theatrical pirate alive has stopped chasing prizes and started buying old coin, the wrong kind of old. A man whose whole life is an audience has begun doing something, very quietly, with no audience at all. They can only tell you that the theatre has stopped, and that they liked him better when it was theatre.

The Drowned Watch

At working depth, in the drowned hoards where salvage crews go, there are reports of figures standing in the lamplight. Standing, not swimming. A butcher, apron on, cleaver kept. A blacksmith, hammer in hand, dressed for the forge fire that went out on him some other lifetime ago. Tradesmen, still at their stations, still keeping a watch nobody pays anymore. They do not chase. They stand, at the bottom, in your light, and most crews leave, and the ones who don't come back short-handed and short-spoken. The tavern will tell you exactly who they are: the lost treasure fleet's two thousand souls, drowned forty years ago and never released from muster. The tavern has been wrong before. It has also been right before. The Watch, either way, is not taking questions.

The Revenant Captain

Somewhere out on the frontier water there is a sea-cave with a hoard in it, on a coast rumored just wrong enough that the tavern argues about whether the wreck is worth it. The arguing is the advertising. The hoard is real. So is the reason it is still there. Its keeper is called the Revenant Captain: greed with a muster book, a dead man who never stopped commanding. Crews that have fought through his silent watch and put them down report that the worst part comes after, when he calls the muster, and what was put down stands back up and answers. Men have emptied their shot into him and rowed home poorer. Whatever ends him, it has not so far been iron. The coin in that cave spends. Ask around who has spent it.