ASTOUNDING TALES OF BRITANNIATHE PIRATE FILE
Guide No. 9 of 1810¢Wild & sea
WILD & SEA

PIRATE

Buy a boat. Sail past the edge of the map. Fish up a bottle with a message in it, dive on the wreck it names, and fight whatever has been guarding it since before you were born.

Start training ▸ See the build
Fighting
3/5
Magic
2/5
Cozy
3/5
Difficulty
Easy
Time to GM
2 weeks of evenings (Fishing is slow but painless)
Startup cost
~5,000gp (the boat)
Straight talk, no padding

WHAT YOU ACTUALLY DO

THE SEA KEEPS ITS SECRETS IN BOTTLES

The pirate is the most relaxing profession on the shard and one of the most profitable. You buy a ship, you sail out into open water, and you fish. Most of what comes up is fish. Occasionally what comes up is a message in a bottle — a treasure map for a sunken wreck, which you then sail to and dive on.

What's down there is the good part: crates of loot, rare artefacts, and sea serpents and krakens that take exception to being disturbed. So a pirate needs to be able to fight, but on their own terms, from the deck of their own boat, which is a much kinder way to fight than standing in a dungeon.

Cartography is what turns a soggy bottle into a usable map, and it doubles for land treasure maps too — which is why pirates and treasure hunters are nearly the same person with a different hat. The boat itself is the only real expense, and it pays for itself in a few good dives.

Clip and save

THE BUILD

You get 700 skill points in total, which is seven skills at 100 (Grandmaster). Here is a sheet that works, and why each line is on it. You can load this exact spread on the hero sheet in the magazine and slide the numbers around.

Pirate — a working 700-point sheet
SkillPointsWhy it's here
Fishing100The engine. Bottles, big fish, and the serpents that come with them.
Cartography100Decodes the message-in-a-bottle maps. Without it the bottles are decoration.
Swordsmanship100Cutlasses, obviously. Swap for Fencing if you prefer — same sheet.
Tactics100Damage multiplier for when the kraken arrives.
Anatomy100Damage, and faster bandaging.
Healing100Bandages. There is no healer at sea.
Magery100Recall to get home, and Gate so the family can join a dive. Also a boat is a long way from a bank.
Total700of 700
★

Fishing is the gentlest grind in the game

It needs no reagents, no bandages and barely any attention. You can train Fishing while doing something else entirely, which is why this build feels so much easier than its skill list suggests.

★

No Parrying?

You could swap Magery for it, but being stuck mid-ocean with no Recall is genuinely miserable. Keep the travel.

From zero to Grandmaster

THE TRAINING LADDER

Skills go up by using them, and they go up fastest on a task that is just barely hard for you. Climb the rungs in order — each one stops paying off, and that's your cue to move up.

0 → 30
Any dock will do

Buy a fishing pole and stand on a dock in Britain, Vesper or Skara Brae. Double-click the pole, target water, repeat. Trainers can push Swordsmanship, Tactics, Anatomy and Healing to 30 while you're at it.

30 → 50
Buy the boat

This is the milestone. A ship deed from any shipwright is about 5,000gp — the biggest single purchase of your early career. Learn the commands (forward, stop, turn left, and the key one, drop anchor) and head for deep water.

50 → 70
Deep water, first bottles

Bottles only come up in deep ocean, well away from the coast. Sail until the land is out of sight, then fish. Decode each bottle with Cartography, which trains that skill from the maps themselves.

70 → 90
Dives and serpents

Sail to the wreck sites and fight what's guarding them. Sea serpents are manageable solo; krakens want a friend. This is where your combat skills catch up with your Fishing, and where the money starts.

90 → 100
The big fish and the deep wrecks

High-level maps lead to the richest wrecks. Fishing's last ten points are slow, but by now you're hauling up artefacts, so nobody minds.

Spend your first coins well

YOUR KIT

Cheap to train, expensive once — the boat. Everything else is pocket change, and the first few successful dives pay the ship off entirely.

Day-one shopping list
WhatWhereWhat it's for
A fishing pole (several)Any provisioner or fisherThey break. Carry three.
A ship deedAny shipwright — Britain, Vesper, Skara BraeAbout 5,000gp. A small boat is fine to start; larger ships hold more and handle better.
A mapmaker's pen and blank mapsMage shop or scribeFor Cartography — decoding bottles, and making maps of your own.
A cutlassWeaponsmithYou are a pirate. There is no mechanical requirement. Buy the cutlass.
200 bandagesTailorThere is no healer in the middle of the ocean.
A spellbook, reagents, runebookMage shopRecall home, and Gate so the family can come diving with you.

HOW IT FLOWS

Fish deep waterOnly the open ocean gives up messages in bottles.
Decode the bottleCartography turns it into a readable wreck location.
Sail there and anchorNavigate to the spot and drop anchor — the dive won't work under way.
Fish up the lootHaul up crates, chests and artefacts, and fight the serpents that object.
Pack a runebook

WHERE TO GO

The right room makes training three times faster. These are the spots worth a rune.

Vesper

A proper port town with a shipwright and a bank close together. The natural pirate home base.

Any dock, anywhere

The gentlest 0-to-50 training in the game. No danger, no cost, and you can chat while you do it.

Deep ocean, out of sight of land

Where the bottles live. Coastal fishing will never give you one, which is the mistake almost every new fisher makes.

Buccaneer's Den

The pirate island. Thematically perfect, and a useful base for the eastern waters.

Learn it here, not the hard way

HARD-WON ADVICE

⚠

Bottles only come from deep water

If you've fished a hundred times off a dock and never seen a message in a bottle, that's why. Get out of sight of land. This is the one fact that unlocks the whole profession.

⚡

Learn 'drop anchor' before you leave port

A boat that won't stop is a boat that sails you into a kraken. Learn the handful of ship commands on your first trip out, in calm water, before it matters.

⚡

Keep your loot on the boat

A ship has a hold. Use it — then sail home and bank properly rather than carrying everything on your person and drowning under the weight.

⚠

Krakens are a two-person job early on

Sea serpents are fine alone. Krakens hit hard and you're standing on a small wooden platform. Bring a friend or bring a lot of bandages.

Letters to the editor

QUESTIONS WE ALWAYS GET

Is the boat really 5,000gp?
Roughly, and it's the one real barrier to starting. Earn it on land first — an hour or two of killing things, or a few Bulk Order Deeds from a crafting friend, covers it. After that the sea pays you back quickly.
Fishing seems boring. Is it?
It's the calmest thing in the game, which some people love and some don't. The honest pitch: it needs almost no attention, so it's the perfect profession for an evening when you want to be in Britannia without concentrating hard.
Pirate or Treasure Hunter?
Nearly the same character. The pirate works the sea — bottles and wrecks, reached by boat. The treasure hunter works the land — maps looted from monsters, dug up with a shovel. Both live on Cartography. Read the Treasure Hunter file and pick your terrain, or build one character that does both.
Can other players sink my boat?
In Felucca, yes — ship combat is a real thing there. In Trammel your boat is safe. Know which ocean you're sailing in before you load it with treasure.
What's the best thing I'll find?
Rare artefacts from the deepest wrecks, and the big fish that make trophies. But the genuine answer is that you'll find the family asking to come along, because a dive is the most fun group activity on the shard.
Nobody does this alone

TEAM UP

Britannia runs on favours. These are the people you want in your party and on your friends list.

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