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Skull & Bones features various factions on the Seven Seas, including locals like the Sea People and mega-corporations like the Dutch Merchant Company. Divided into local factions and mega-corporations, these groups all come with their own sailors, ships, and settlements. Sure enough, they use those resources to carve a piece of the pirate pie. Factions control different areas of the map based on power and influence, with each group having distinct sailors, ships, and settlements.
These factions all control different areas of the various maps. Location and dominance usually come from the faction's power as a nation. Established countries, obviously, have more influence than ragtag marauders. That said, the most daring pirates won't let any borders stop them. They may want to test their luck sooner rather than later, though.
Mega-Corps[]
Years before the Skull and Bones era, the key ports and mercantile communities of the sprawling Indian Ocean trading network were largely controlled by powerful Arab and African city-states and kingdoms. But once European explorers like Vasco da Gama navi- gated direct maritime routes to these lucrative markets, the demand for silk, silver, and spices like pepper, cloves, and nutmeg exploded in the West. Soon, the great Western naval powers - Dutch, English, and French - began to send their trading fleets eastward, escorted by mighty warships.
Before long, the so-called Age of Discovery became a push for European control of Indian Ocean trading hubs. And in time, the Western factions took the ruthless next step - not just control of commercial ports but a full colonization of the very territories where the exotic spices and other goods were produced. Western nations set up "trading companies" that became de facto conquering powers with overwhelming naval and troop superiority, driving out or oppressing indigenous people and resettling Europeans to control the sources of production.
Dutch Merchant Company[]
"A well-established economic giant of the East Indies: the Dutch Merchant Company - otherwise known as DMC!"
Driven by the need to provide for their starving nation, the Dutch arrived in the Indian Ocean and quickly became the dominant faction in the region. As the first mega-corporation, the Dutch Merchant Company, as the name suggests, it's made up of Dutch sailors trying to stake a claim to oceanic profit. Their motives aren't purely greedy, though. The Dutch people are apparently starving, so the mariners want to provide relief. Some might pity the nation, but that's also a mistake. The DMC is among the stronger factions in the game.
That strength is on full display when traversing the East Indies. The Dutch ships hold the southern half; their main hub is the Oosten Capital along the Naga Coastline. Captains sailing into this region could easily collide with a colossal vessel or fleet. If that happens, their journey to pirate supremacy will come to a quick end.
The Arrival and DMC Manopoly[]
In the Skull and Bones timeline, a consortium of Dutch merchants is the first Western faction to make aggressive moves into Indian Ocean trade and commerce. After founding a stock market-based entity known as the Dutch Merchant Company - one of the first of its kind - the Dutch syndicate sent its fleets eastward with acquisitive intentions. Flying a red, white, and blue striped pennant, the DMC seized ports, stormed forts, and soon became the most powerful trading company in the history of the world.
Driven to step out of the shadow of British and French domination on their own continent, the Dutch made the earliest forays into the Indian Ocean. Operating as a trade monopoly with the blessing of the Dutch government, the DMC built a powerful commercial empire across a vast region. The looming masts of the iconic Dutch East Indiaman dominated these trade routes for decades.
Amazing fact: It's been estimated that in today's dollars, the Dutch trading company would be valued at a whopping $7.9 trillion!
Compagnie Royale[]
"Bonjour! We are the Compagnie Royale. Our military camps are few and disconnected from the French leadership back home. We possess little in the way of resources, but we have all the freedom to experiment with the most brazen of tactics."
The second megacorporation is the Compagnie Royale. The French mariners spread far and wide in search of trade partners. Like the Dutch, these guys hope to make a fortune on the ocean, but not through conquest. Instead, they're willing to trade with anyone. It doesn't matter if their clients are bloodthirsty pirates. As long as their money's good, a deal is on the table.
The Compagnie Royale scrutinizes the Indian Ocean for political and trade opportunities as they seek out these clients in a couple of places. The first in the eastern part of the Red Isles. The faction's capital settlement is here, located at La Bastide. However, they also have holdings along the southern Coast of Africa. The French clearly have a longer reach than other factions. That's probably due to their loose social standards as they are noted for having good relations with their trading partners, which include pirates and smugglers. The emphasis on business over combat could conceivably win them the whole sea.
The Compagnie Royale brings a sampling of French sophistication and high culture to the native regions of Madagascar and other locations on the eastern trade routes. Flamboyant French sailors in port may either dazzle the locals... or confound them!
The French Eastern Colonies are Governed by one Sieur Legrand, who aside from signing off on letters of Marque for pirate hunting privateers, playing tennis when Fort Louis was overrun and making a deal with an anonymous agent to discover the location of Lanitra, the French Governor hasn't done much. However with the world of Skull and Bones set on the precipice the Compagnie Royale has dispatched a pair of experienced yet sophisticated pirate hunters - Armand and Bertrand Hubac - to seize control of the Indian Ocean.
Royal Holdings[]
Chartered by the French monarchy, the Compagnie Royale trading company scratched out a foothold in the Indian Ocean by focusing on luxury goods. Its fleet can't match the firepower of the British or even the Dutch, but the speedy, highly maneuverable Compagnie ships like the brigantine often let French mariners sail circles around the competition.
At the time of Skull and Bones, the French have become the dominant Western player in the Red Isles region. As a later arrival to the Indian Ocean theater of commerce, the Compagnie Royale has compensated for lost time by using its considerable diplomatic skills to make profitable inroads with the Clan of Fara and other native trading partners. Compagnie officials even try to trade with local smuggling bands across the region, but the relationship is strained at best - mistrust, backstabbings, and betrayals are common!
British Trading Alliance[]
The British Trade Alliance, is part of the promo material for Skull and Bones, it's art book and even appear as the primary antagonists in the tutorial, yet they are absent from the Indian Ocean.
Whilst the absence of the English naval power is noticeable, it's safe to assume that they will added at a later date...
[]
By the time of Skull and Bones, the British Royal Navy has become the premier naval fighting force in the world, with its military technology second to none. However, the British are a newcomer to Indian Ocean trade. The British Trading Alliance (BTA) is just starting to make headway in the fierce commercial competition with the more established Dutch trading company, the DMC.
British ships of the line - in particular, the sleek corvette or the magnificent man-o-war with its multiple gun decks are the most powerful naval vessels in not only the Indian Ocean but the entire civilized world.
Local Factions[]
Sea People[]
"Tonga soa! Us Sea People, are nomadic by nature. We move with the flow of seasons and the passages of stars as interpreted by our elder. We are currently locked in a bloody war with the Clan of Fara. Side with them, and your death will come swiftly by our hands."
The first of the local factions is a group of self-proclaimed nomads. The Sea People live and die by the water. They generally live a peaceful existence with mystical undertones. They're reluctant to put down roots in any settlement and content to keep sailing. That description seems to match their nomadic boast, and one would think that one could find them anywhere in the ocean.
In reality, the Sea People congregate around the Red Isles. Specifically, they hold the map's eastern and southern regions, with their capital settlement being Tenina Town. The most likely reason for their lack of travel is conflict. The Sea People are at constant war with another faction, the Clan of Fara.
As descendants of migrants, the Sea People maintain a tradition of welcoming and mixing with foreigners, though the cities their forefathers have established on the Red Isle are long lost. Friendly, nomadic, mystical leaning, the Sea People seek to protect their peaceful ways and tradition.
Clan of Fara[]
"We are the Clan of Fara! Feared by most traders and pirates, we prowl The Red Isle and are known for our aggressive raid tactics."
The second local faction is the Clan of Fara. These guys started as farmers, but that's no excuse to get complacent around them. They're now making their name as warriors. Their violent exploits make them feared by everyone on the Seven Seas – pirates and traders alike. At least, that's what they boast in their bio, and they certainly have the aggression to prove it.
The Clan of Fara are cattle farmers and sea traders led by a tyrant King. They hold a deep grudge against the Sea People and are hostile to all foreign pirates. As one of the major faction that resides in the Red Isles, they control settlements in the northern and western half of the Red Isle while the Sea People take control of the southern and eastern side. Aggressive and suspicious of outsiders, they defend their livelihoods fiercely. The Fara fighters are fiercely protective of their home turf. They mainly control the western and northern areas of the Red Isles, with the Ankohonana settlement being their main hub.
Confederation of Ungwana[]
"These tribal warriors want to expand beyond their African home."
Formidable hunters and proud people who will expect players to prove their worth. The Confederation of Ungwana's roots lie in hunting and gathering. These African tribesmen aren't outwardly hostile like the Clan of Fara. Rather, they peddle their coveted ivories to any potential buyers. That doesn't mean they're inherently trustful, though.
These African Merchants built their wealth by providing gold to the ancient trade networks of the Indian Ocean. Now their interests have shifted to trading ivory. Ungwana members are slow to accept unfamiliar faces. They expect any newcomers to prove themselves. Only then can they judge the quality of their characters.
The Confederation of Ungwana itself is a coalition of small clans, kingdoms, and city-states. Created as an alliance against Western intruders, the faction is ruled by a council of representatives from the region's three realms - the cities from the coast, the old inland mine kingdoms, and hunters from the savanna. But the Ungwanan gold mines have dried up, and without that resource, trade is slowing down. Things are getting desperate.
The Confederation comprises of three sub-groups, who each control a sub-region. Its seacoast is the realm of independent city states, led by immensely wealthy merchants and royal families who there long tradition of brutal internecine warfare. Their wealth is born of monopolistic trade practices imposed on the other two sub-regions.The savanna home hunters and shepherds, and the kingdoms of the old mines further inland. The bitter division creates a political weakness for Africa the face of persistent European incursions.
Internal power struggles have left the Ungwana in a state of chaos. Sensing opportunity Compagnie Royale and Rogue captains laid plunder to all Ungwana holdings. Now the coasts lie pockmarked by the ruins of once proud Ungwanan forts and cities. While most of the Ungwanan survivors fled inland, some warriors banded together and buckled down. Seeking to restore the broken communities to their former glory, they operate out of repaired forts and are the only ones left to stand against foreign invaders.
Dominion of Rempah[]
"As Admiral Rahma of the Unbound, in Telok Penjarah, fights to put back a Sultanah on the throne, us, people of Rempah embody the resistance against the DMC while our Sultan's court cut deals with them."
Reputed sea warriors, the Rempah battle the DMC and their allies for control of the spice and textile trade along the Strait of Harimau. Fighting against greed and oppression from external forces out to exploit the region, the Rahma of the Unbound are self-declared rebels from the Dominion of Rempah who are fighting alongside Admiral Rahma to reinstate the rightful ruler. These would-be traders seek to demolish the Dutch monopoly in the East Indies.
Like the Fara faction, these are warriors of the high seas. The Dominion of Rempah is often locked in combat with the Dutch Merchant Company. That alone is impressive, as their opponents have the backing of an entire country. However, war is not their first choice. The Rempah members actually aspire to be traders, targeting the textile and spice markets. Apparently, though, that market is competitive.
The competition unfolds in the East Indies. Rempah controls the northern half, and their capital city is Suny. Hopeful traders may want to avoid their demographics. Otherwise, David will show how he can go toe-to-toe with Goliath.
Sultanate of Sohar[]
A faction which has been hinted at but not yet seen in the Indian Ocean.
In the northern edge of the Coast of Africa there are wrecks from a faction called Sohar, with the season 1 trailer also name dropping them. The shipwrecks have a distinctly "Arabic" feel to their Sail (Green with squiggly lines on the sides) and Emblem (Silver downward pointing dagger on green ground). The Ungwana claim they're defending the area from them, which sets up a potential future expansion of conflict on the Coast of Africa, similar to the Fara/Sea People conflict on the Red Isle.
Sohar scouts can be fought as part of The Foreign Menace contract, However Asnah Yatim states in no uncertain terms that whilst the Sohari are beaten, their empire spans the Arabian peninsula. They will come back for Halisi's crown eventually.
Sohar itself is a City in Oman and the supposed birthplace of Sinbad the Sailor. With the shaded out part of the map north of the Coast of Africa is very likely based on the Arabian Peninsula and the horn of Africa.
Khamot kingdom[]
Pirate Factions[]
According to the skull and bones art-book, the pirates of the Indian Ocean are akin to modern-day entrepreneurs if maybe just a bit more colorful and cutthroat. Seeking out high risk high-reward exploits, they fearlessly target some of the world's most entrenched powers on the high seas.
By the late 1600s, the ongoing conflict between powerful Western commercial fleets and native coastal communities ringing the Indian Ocean has become an existential clash of economic models. Heavy-handed European naval powers seek to colonize and build a mercantile empire for the ages. Local cultures that have flourished (and feuded) for centuries now struggled for survival. Surfacing amid this struggle, a new faction arose-a cast of wild, libertine rebels serving no cause but their own. Depicted in ships' logs as "howling sea wolves" with a grappling hook in one hand and a cutlass (or a rum bottle) in the other, they seized vessels, raided settlements, and built outposts in hidden coves, always seeking a pirate's utopia.
Reputation is key in affairs of piracy. Indeed, infamy often facilitates lucrative business opportunities. Prominent pirates can be attractive partners in high-level trade deals or other enterprises. (Not so different from today, is it?) Scanning the trade horizon from the figurative "crow's nest" of his burgeoning business empire, a smart pirate captain stays on the lookout for new prospects, partnerships, and other affiliations that can boost one's take from the flow of commerce across the Indian Ocean.
In Skull and Bones, pirate kingpins who've achieved enough infamy may propose trade arrangements that can create unexpected partnerships, extract fabulous wealth, attract local support and sometimes trigger bitter rivalries. This set of tasks - so-called pirate affairs - are logged and updated in the captain's registry once a captain's office is established. Illicit trade is big business, with plenty of important stakeholders.
In Skull and Bones, pirate affairs are conducted by a secretive underground organization known as the Helm. This cabal operates out of a special sanctuary (as seen here) located within each pirate den. To gain entrance, a pirate captain's reputation must impress the sanctuary's "gatekeeper." Captains who enter the Helm acquire access to a network that lets them procure materials needed to distill rum and produce opium. The Helm can also serve as buyer of a captain's illicit goods.
Rogues[]
"The best contracts can gain a lot of unwanted attention. Sorry for the surprise Galbi. Rival gangs are tough competition, and they don't fight fair."
Rogues are pirate crews that roam the Open Seas. Whilst many are solely independent, others operate in gangs or are part of larger organizations, both to make it easier to defend themselves and to work as a group to take on bigger targets. Some might claim membership to a powerful Kingpin or network of smugglers such as the Pirate Round of Sainte-Anne, or The Helm. But no matter who they might claim loyalty to, they are all trying to make a profit around the Indian Ocean. Remember, they are competitors and the world of Skull and Bones is a dog eat dog world.
They also spawn as part of missions or in response to carrying valuable cargo. The Supply Network also allows players to hunt Rogue convoys carrying Sugar Cane and other valuable Helm materials however caution is advised. Each convoy is escorted by specialized warships belonging to one of the four rival gangs, all well armed with their signature armaments.
Rogue Hunts will target Rogue Convoys from one of the four Gangs of Rogues: the Eels, the Orcas, the Wyrms and the Gannets. T
- Orcasall - They are equipped with lethal fin torpedoes, so you better have sturdy armour equipped.
- Wyrms - As their name suggests they are devotees of flaming weapons. Avoid turning into ashes by sinking them first.
- Eels - They are formidable at close range, so you better be sure your close-combat is on target.
- Gannets - Sharp-eyed shooters equipped with long range weapons; they will target your weak points if you are foolish enough to expose them.
Whilst they are dangerous, they are also not without weaknesses, with Rogue Hunts are also being great for farming Helm Materials like Eel's Twine, Wyrm's Breath, Orcas' Mechanism and Gannets' Saltpeter, that can be obtained through these faction-specific Rogues.
Privateers[]
“ | Governor Le Grand, having received from France his Majesty’s Proclaimation for suppressing Pyrates, due to an alarming increase in predations upon merchant ships, has delivered numerous Letters of Marque to employ Privateers to aid in the Compagnie Royale's campaign to rid the Indian Ocean of pyratical infestation. Under commission of his Majesty, privateers have seized upon numerous pyrate vessels along the Coast of Africa. Widely known as the Pyrate Round, this trade route, from the American Colonies to the Red Isle, has seen an alarming increase in pyrate activity since the infamous sacking of Dutch merchant, The Schaduw. |
„ |
~ The Rise of Piracy, La Bastide Gazette, Archive Entry |
Privateers are mercenaries, pirates and pirate hunters hired by different countries to both act as pirates against enemy factions and fight piracy. The difference between them and the Rogues is that whilst the Rogues are criminals, Privateers are perfectly legal thanks to their letters of marque -- a license that authorizes them to attack and capture vessels of factions at war with the issuer.
Privateers are also used to attack pirates. According to the La Bastide Gazette, numerous Letters of Marque were issued to employ Privateers to aid in the Compagnie Royale's campaign to rid the Indian Ocean of it's pirate infestation. Their ships can be easily recognized at a distance thanks to their red sails. Successfully sinking a privateer ship will award the Hitman achievement.
The Helm[]
“ | "Before our little family, there were some big fish around here eating all the little fish. That's not good for business. So we offered a service that evened the odds. Now, everyone has a chance. You might still get eaten, mind. But you might get fed too, and fed well. All we ask in return is a reasonable one time donation, and discretion. So, that's it. What do you say? Are you sure you want to turn the golden wheel?" | „ |
~ Yanita Nara -- taking the helm |
Making a profit from your pirate activities is not something you do easily. To build your empire, you need a network, the right connections, and it goes without saying, the logistics behind it are crazy... and this is where the Mysterious Organization known as the Helm comes in.
A Smuggling Empire[]
In the Indian Ocean, pirate affairs are conducted by a secretive underground known as the Helm.
They are a cabal of pirates and smugglers operating throughout the Indian Ocean, they are a formidable, well-connected organization that oversees the movement of nearly all the Indian Ocean's contraband. Though, little is currently known about it and why it came into existence, everyone knows that "The Helm steers all'" and if you think you can make your mark without them, think again. The Helm holds the monopoly on the know-how of any smuggling operation taking place in the Indian Ocean and their reach extends far beyond the Pirate Round. If there is illicit business going on, there are good chances they have a hand in it.
As such the motivations of the Helm as a whole are fairly straight forward on the surface: making the most profit from selling goods through illegal trade. To this end, they've also funded the revolutionary efforts of Admiral Rahma, likely in exchange for free access to her waters and the opium trade in Telok Penjarah. Indeed Admiral Rahma relies on the Pirate Round and the Helm to service her rebellion; but her goal is not to join them, but to use them as a means to an end, or at least that's what she tells herself.
However whilst they might trade with the warring factions and smuggle riches for the corrupt company officers, the Helm are not affiliated with any one faction; instead aiming to remain independent from all governing bodies such as the mega-corporations -- going so far as to use their own currency.
The Gatekeepers of the Abyss[]
The Helm are lead by a council (or figure?) called the Abyss, though they have yet to be seen. While you might come across agents of the Helm as you explore the Indian Ocean, they guard their secrets closely and as such it is through the Gatekeepers that the Helm will decide to extend you an invite.
These Gatekeepers manage the day to day operations and as such are positioned at each of the Helm's major sanctuaries. These bases of operations are both positioned in strategic locations and also hidden in plain sight, making them very attractive to upcoming Pirate Kingpins seeking to build an empire. After all, they have eyes and ears everywhere.
Yanita Nara is one such Gatekeeper who is the owner and manager of Le Pont Muet, a tavern in Sainte Anne that acts as a smugglers hideout. She is the one to reach out to Captains showing potential and going places first. Her wit is sharp and as one can guess from the scars she sports proudly, not one to be trifled with in a knife fight. Her business acumen mainly lies in rum-making and smuggling. It's a good starting point for any Kingpin, and as such, will introduce the basics of smuggling thanks to her guidance. From how to use the network to taking care of your competitors.
There is also a second hideout hidden in an opium den in Telok Penjarah, which is run by run by Yanita's Older sister — Houma Nara. Once a captain has gained a little experience and learned how to deal with some of the gangs of the Helm, Yanita will send them to her sister.
She's a little quieter than her sister, but as Yanita sometimes says, she's a smart businesswoman who will be able to help the captain expand their influence far and wide, gaining access to a new set of services helping increase their empire... otherwise, almost everything that you can do at The Helm in Sainte-Anne can also be done at the Helm's branch in Telok Penjarah.
Thus the sisters are the face of the Helm, maintaining public-facing businesses in dens where nobody looks too closely at what's happening in the back behind their "legal" fronts, whilst also keeping an eye out to identify worthy Captains who might benefit their smuggling organization. As such, all the Nara Sisters serve as guardians, guides, and stewards of the Helm and while one might need them now... who knows what hides behind their carefully crafted façade? After all, nothing comes for free, does it?
Taking the Helm[]
There are many reasons to join the Helm; you have the freedom to be as involved as you wish with the Helm - they might make use of you, but you use them as well. Joining the faction requires Brigand Infamy and 2500 silver, but once signed up a pirate will gain access to The Helm's Supply Network. The Helm offers Supply Network contracts to gather Sugar Cane and other Helm materials, whilst fulfilling Helm orders earns Pieces of Eight. These pieces of Eight can be traded for items such as materials and cosmetic items on the Helms Black Market.
If you go The Helm and look at supply opportunities, one of the ways to purchase more smuggling supplies is by purchasing them from roving merchants. These merchants are considered part of The Helm, which is listed as their faction if looked at through the Spyglass. However if a pirate opposes the helm's interests, cross their guidelines or do something to cross them (such as sinking their ships to get the smuggling supplies they carry without paying for them) they will place a Death Mark. This Death mark is a bounty that not only de-buffs the players ship, but also causes rogue ships to regularly attack them. Not only that but other players may also take up the bounty to gain rewards by defeating the death marked player.
The only way to remove a death mark is to wait until it expires, which takes roughly one hour, though only when playing the game.
The Pirate Round[]
Whilst the Helm is certainly a well connected smuggling cartel, it's not the only one of it's kind of the Indian Ocean as there is also The Pirate Round. Named after the sailing route followed by certain, mainly English, pirates. The course leads from the western Atlantic, parallel to the Cape Route around the southern tip of Africa, stopping at Madagascar, then on to targets such as the coast of Yemen, India and of course the East Indies.
In short, it's a global network which links different parts of the world through trade - legal or otherwise. Essentials such as clothes, weapons or food are traded for gems, silks, spices and so much more through this very lucrative network perpetually looping round the world.
The popular expression used is "To service the Pirate Round" which means you are participating in the smuggling trade. Many have set up their own smuggling networks, making themselves Pirate Lords, some in the Indian Ocean, a few in the Caribbean, etc. Many Pirate Lords cooperate to some extent for better profit or to fulfill their own objectives as seen with Sainte-Anne and Frederick Teuling. However, others, in their quest for power and riches, choose to take on their rivals with the might of their fleets, as seen with the conflict between the Helm and the Fleet of Pestilence.
Whilst in the Indian Ocean, Philippe La Peste relies heavily on the smuggling network he established in the Caribbean named The Emerald Coast to both build his operations off the Coast of Africa and finance his goals in the Indian Ocean.
Conflict with the Fleet of Pestilence[]
“ | Let it be known that Captain La Peste, also known as the Plague King, and his Fleet of Pestilence, are enemies of the Helm and its allies! The villains have been raiding, plundering, and killing all across the Indian Ocean, attacking anyone in their path. Worst of all, La Peste and his lackeys have been targeting Helm operations in particular, raiding opium stores and seizing our profits for themselves. So long as La Peste lives, the Helm stands with Teuling, and the Kingpins of Sainte-Anne and Telok Penjarah against this scourge. Do not underestimate the Fleet of Pestilence, for the poisons they use in battle leave one hampered and vulnerable to attack. Cleansing the seas of this pestilence will need a good deal of firepower, rogues. But it’s the only way to protect trade and keep the silver flowing again. |
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~ Warning! -- Archive Entry |
Whilst the helm generally stays out of direct conflict with most factions, they make an exception for the fleet of pestilence who have not only been raiding, plundering, and killing all across the Indian Ocean, but also targeting Helm operations in particular, raiding opium stores and seizing their profits for themselves. As such, the Helm has all but declared war on Captain La Peste and his Fleet of Pestilence, with the Helm allying itself with Fredryck Teuling as well as the Kingpins of Sainte-Anne and Telok Penjarah against him for the time being.
The Fleet of Pestilence[]
“ | "In the Caribbean, there is a tale of a man who had nothing, but desired everything. A skilled sailor, he made the sea submit to his call, growing in power and riches. But all men must die. Driven by the fear of losing it all, he hunted down shamans to cheat death itself. When they refused him, he burned their cities to the ground. With their dying breaths, the shamans cursed him with a rotting plague. In his rage, he nailed their corpses to his ship as a warning to all. Now, he carries his plague to the Indian Ocean, chasing after the whispers of a curse, and a pirate empire ripe for the taking. So dispair captain for Phillipe La Peste comes. Bringing with him an all consuming tide of terror, his flag will spell your doom..." |
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~ Skull and Bones: Season 1 Launch Trailer |
A fleet of plague cursed pirates lead by Philippe La Peste, the dread pirate lord of the Caribbean. This Legendary Pirate Lord was cursed with agonising pain by Voodoo sorcerers in retaliation for his brutal tactics. In search of power, riches, and a cure for his festering afflictions, he sets his sights on the Indian Ocean. Added as part of season 1.
Plaguebringers, the Fleet of Pestilence's advance guard, spawn throughout the world. Defeat them to obtain “Plaguebringer Captain Heads”. However tread carefully as sinking more Plaguebringer ships will progressively anger the Fleet of Pestilence. Past a certain hostility level, they might just send a mighty foe after you - Phillippe La Peste himself – a powerful elite captain who requires multiple high level ships to take down.
The Madness of the Plague King[]
The Plague King's goals in the Indian Ocean are fairly straight forward - at least on the surface - to spread his rule with rot and blood. Like a potent poison, they spread across the seas and consume all in their path; raiding, plundering, and killing all across the Indian Ocean, taking its silver, opium, and other good for themselves. However
La Peste has particularly targeted the opium trade, stealing and hoarding so much of the stuff that it’s become hard to come by. The reason why is straight forward: Control. Any crew foolish or unfortunate enough to submit themselves to La Peste soon find pox-ridden corpses tossed onto their ship, his illness quickly spreading to them, with opium being the only thing that gives relief to those infected with his curse. Thus by providing a constant supply to those under his command and offering it as a reward to those who kill his enemies and bring in plunder, he ensures that the pirates who serve him are kept on an unbreakable leash.
However plunder and control are not the only reasons why he is in the Indian Ocean as he is also looking for a way to lift his curse of pestilence. Specifically he is seeking to retrieve a sacred artifact, one which was stolen from him long ago, in the New World. An artifact with enough power to make one’s dreams come true… or damn one to eternal torment.
“ | I shall always remember the day your fleet made landfall off the coast of Virginia, green sails and shouts marking your arrival. We were terrified we would be trading one oppressor for another, but you showed us the way of freedom and liberty when you invited us to join your crew. That day, I learned the value of defiance and justice, even in the face of overwhelming despair. But I was sorely mistaken. After all the settlements plundered in your wake, and the scores of dead that lined the streets and seas, under your banner, I realised you are not the man I once knew. I have long paid off my debt, Philippe. And if this is the pirate code, then I renounce it. I have taken the artifact, the one said to have enough power to make one’s dreams come true… or damn one to eternal torment. It rests in my pocket as I leave to forge my own destiny in the Indian Ocean. Knowing you, you will try to follow me, but from a former friend and fellow rogue, know that you do so at your own peril. |
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~ Uricko Freeman, 1685 -- To Philippe, Archive Entry |
Faction Mechanics[]
Ships, Fleets and supply routes[]
Encountering ships from Local Factions or Megacorporations is common when sailing the sea. Gathering and Merchant Ships will gather and transport materials and commodities, Refined Materials, Faction Commodities, and Silver between Settlements, with Warships accompanying them sometimes. These ships can be sunk or boarded, but doing so will increase the faction's hostility.
The routes that these ships take are known as Supply Routes, which are discoverable. Take note that the start and end points of Supply Routes are settlements that you can trade with or plunder. Trade Routes are similar to Supply Routes except trade Routes seem to focus on transporting Faction Commodities between settlements You can find Supply Routes as dashed lines UI Icons on the map. Both are good sources of Materials and Faction Commodities, however make sure to use the Spyglass on Merchant Ships before boarding them.
Control of Capital Settlements and Military Bases[]
Local Factions and Megacorporations project their presence in Settlements and Outposts, but Capital Settlements are their main areas of operations. Megacorporations also possess Military Bases across multiple regions. Naturally, Capital Settlements and Military Bases are more well-defended but these possess expensive Materials and Commodities for trade. Stock up on supplies and consider grouping up with other pirates if you plan on plundering these heavily guarded settlements.
Merchant Convoys[]
“ | There are those looking to take advantage of the growing turmoil in the Indian Ocean. Merchants willing to risk their holds are attempting to take the path to trade in India. Certainly an opportunity one can’t ignore, right, Captain? | „ |
~ Skull and Bones twitter post |
You'll periodically be notified of various world events taking place in Skull and Bones. One such world event tips you off to a merchant convoy with valuable cargo traveling along a nearby trade route. If you're able to intercept them before they reach their destination, and successfully sink their ships, you'll be rewarded with goods and Infamy, but that's easier said than done.
These merchant convoys are comprised of several stout ships with their own armed escorts. To take them down in the allotted time, you may need to team up, either with friends or strangers you come across while at sea.
Trivia and speculation[]
The Helm Devblog[]
https://www.ubisoft.com/en-au/game/skull-and-bones/news-updates/2tUVWk5vEOoM0F69is5T5c
Faction Devblog[]
Mega-Corps[]
The three Mega-Corps -- the Dutch Merchant Company, Compagnie Royale and British Trading Alliance are likely based on the Dutch East India Company (VOC), French East India Company and East India Company (EIC) respectfully. All of them were chartered joint-stock companies that were formed for the purpose of trading in the Indian subcontinent and far east.
The Dutch East India Company -- also known as the United East India Company -- was the first to be formed in 1602, from various pre-existing companies. The company possessed quasi-governmental powers, including the ability to wage war, imprison and execute convicts, negotiate treaties, strike its own coins, and establish colonies. Because it traded across multiple colonies and countries from both the East and the West, the VOC is sometimes considered to have been the world's first multinational corporation.
The East India Company (EIC) meanwhile was an English, and later British, company founded in 1600 and dissolved in 1874. At its peak, the company was the largest corporation in the world by various measures and had its own armed forces in the form of the company's three presidency armies, totaling about 260,000 soldiers, twice the size of the British army at the time.
The French East India Company (Compagnie française pour le commerce des Indes orientales) was founded in France in 1664 to compete with the English (later British) and Dutch trading companies in the East Indies. Planned by Jean-Baptiste Colbert and chartered by King Louis XIV, it resulted from the fusion of three earlier companies, the 1660 Compagnie de Chine, the Compagnie d'Orient and Compagnie de Madagascar. The French Company flourished briefly from 1670 to 1675; but by 1680 little money had been made, and many ships were in need of repair.