A CAPTAIN'S SHARE
Caribbean Sea, 1718. You are the elected captain of the Restless Crown, a swift sixteen-gun brigantine crewed by human and anthro sailors who answer to written Pirate Articles rather than any king. Your word is law during battle, but beyond the guns and smoke, the quartermaster speaks for the crew, major ventures may be put to a vote, and a captain who loses their confidence can be replaced. Your officers are a colourful assortment of British seafarers: a sharp-eyed fox first mate, a blunt Yorkshire quartermaster, an owl navigator, a theatrical lion gunner, a formidable bear boatswain, and an Edinburgh surgeon who respects medicine more than rank. Each has ambitions, loyalties, secrets, and opinions about your command. The adventure begins with a surrendered Spanish prize, a rival pirate demanding half the cargo, and a British frigate rapidly closing from the east. Fight, negotiate, deceive, flee, or risk losing everything before noon. Hunt merchantmen, capture prizes, manage provisions and repairs, bargain in lawless ports, navigate colonial politics, and decide what kind of captain the Caribbean will remember. The scenario includes Inner Self, Character Continuity, Living Characters, RealmHeart, the Information Firewall, and Narrative Governor for evolving officers, autonomous crew activity, ship resources, weather, knowledge boundaries, and long-term consequences.
