Wow, it’s been a while. Mod-chan isn’t dead, just a blend of busy and forgetful. Let’s get to it! I brought up piracy in an earlier post, the one about crime. Let’s take a closer look at that - it sure is time for a post about Buccaneers!
Pirates are probably plentiful in a world this unexplored. Water is essential to life, and as a geographical feature provides a lot of benefits. There’s a reason the world’s coastlines are more densely populated than its landlocked regions, and lakes and rivers tend to gather settlements faster than straight field or mountains. Where there is water, people will gather - and where people gather, there will be crime.
Naturally, a world so unexplored and back to basics would absolutely rely on the waterways and coastlines for a global market, making piracy one of the most profitable (if more dangerous) styles of crime. Besides that, the structure of a pirate crew meshes very well with the kinds of systems seem in the games. We can liken a crew to an exploration guild, or a team of investigators - a group of people who band together to share resources and expenses. They inhabit the same space and move toward the same goal, providing extra companionship.
The key difference between a pirate crew and a Guild or investigation team is that there is no governing body that runs them. Exploration guilds answer to officials, like the Radha or the Outland Count, while teams of investigators are organized by the Midgard Library. I wouldn’t be surprised if there were some kind of ‘pirate king’ or ‘court’ of the captains of the most fearsome crews, but Buccaneers are, by nature, adventurous free spirits. They’re the type of people who seek fame and fortune to the point they disregard the law.
This doesn’t mean they won’t follow rules, though. Historically, pirate crews maintained their own Articles of Piracy, which created the law for the ship. Order had to be enforced or the crew would meet with disaster. It’s probably the same in Etrian Odyssey - Buccaneers, as wild and lawless as they may be, still have their own codes of honor or morals. It’s just that theirs are different from the world’s rulers. A key principle in any given Buccaneer’s code is likely to take care of their crew (or guild). Given the inherently social structure of a crew, it follows to think of Buccaneers as generally very people-driven, whether their people number few or many.
Given the fact they’re essentially criminals, why would they be allowed to join exploration guilds instead of being arrested on the spot? History suggests an answer. There was once a class of pirates called privateers, who were more or less allowed by one country to steal from an enemy country’s merchants. I expect it’s the same kind of deal in the games. Armoroad, a major port city, would want to protect itself, and the nearby Yggdrasil allows for a good bargaining point. If pirates naturally crave adventure, fame, fortune, and a social group, they can simply swap their crew for a guild and the high seas for the depths of a tree. Armoroad exists as a haven for Buccaneers who agree to never harm the city’s businesses. In some cases, this might even increase the city’s business, due to pirate attacks forcing waylaid merchants to make an extra stop in a nearby port...
So there we have it. Buccaneers follow their own rules, or at least adhere only to what laws please them. They’re the idyllic glory-seekers, and they like to form close-knit groups, making them perfect candidates as explorers. They’re highly adaptable people, too - the situation on the seas can change at any moment, so they need to be ready. Thus they’re trained in the use of both guns and swords. Versatility complements adaptability well, and help keep them and theirs alive.







