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Hoist The Colours

You are here: Home1 / Hoist The Colours

Yo ho

Haul together

The year is 1721. The Pirate Republic is no more. Calico Jack and Mary Read are dead. Blackbeard’s head adorns the entrance to Chesapeake Bay as a warning to all who would call themselves “Pirate”. The last armada of free people in Nassau sailed together and was crushed, without mercy.
Of the gross of ships who once stood against the might of the British Navy, now only a handful remain. Limping away from the final stand, and giving succour to those survivors left to drown in the Caribbean Sea when their ships sank beneath them, they follow a map to Blackbeard’s last gift – the location of an island unknown to the British Crown.
From there they might create a new Nassau, free of Kings, Empires and the shackles of “Civilization”…
As you may have gathered, Hoist The Colours is EYELarp’s new Pirate game, replacing our long-running Buccaneers of the Damned which ended in 2021.
Unlike Buccs, HTC is set in a more real 1721, after the fall of the Pirate Republic of Nassau. Players will portray those pirates and revolutionaries who tried, and failed, to stand up to the might of the British Navy in a final stand. They may have sailed with historical personalities in their careers, but now all hope is lost, along with their ships in the bottom of the Caribbean – almost.
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Blackbeard’s last gift to the other members of the Pirate Council – led by Hornigold, Jennings and Teach – was the location of an island, off the beaten track of the main shipping lines, and written off on all official maps as “inhospitable”, something Teach himself paid an East India Company cartographer to keep that way. It may serve as a base from which they can rebuild, albeit without the panache and theatricality of Nassau, for now at least, until they can rebuilt, recruit and make Woodes Rodgers and the rest of his ilk shake in their boots once more!
As with all our games, Hoist The Colours is set on a fictional pocket of history to allow all potential players to have fun with the early 18th Century aesthetic without worry of discrimination based on “historical attitudes”. Racism, sexism, homophobia, transphobia and any language or attitudes of a discriminatory nature are not welcome at our event.
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We have taken some cues from the successes of Bindrune and Flying Lead: Smoke & Brass in the way character generation will be done, with distinct classes that prospective players will choose from that encourage visually distinct characters with lots of room for the low-rules roleplay that EYELarp is known for. To find out more about character creation, check out the design document link on the sidebar.
Event 1 Summary

It is 1721, and the Golden Age of Piracy is coming to an end.

 

In the winter of 1718, the Crown retook the island of New Providence and its famous capital, Nassau, but it wasn’t as simple as the broadsheets made it out to be. The rebel Captains of the Republic of Pirates were forced out, or sold out and were given the King’s Pardon in exchange for hunting down their fellows. Some were hanged, some died at their guns, but many escaped to cooler climes and other opportunities.

 

A year passed, and it became clear that they were a dying breed, begging for scraps. The hunting grounds of the Caribbean were now the fortified trade routes of four empires, and without a friendly port to guarantee refit, the danger of taking on a British, Spanish, French or Dutch frigate was often too high to countenance.

 

In 1720 the stories started to be told. A Pirate fleet could be assembled; the likes of which no Empire had ever seen. Over a hundred independent Captains working together to form a Pirate Armada to chase out the navy of King George forever, and show the world that the Republic was not just a brief dream. Some disagreed, but many were won over, taking their ships and persuading their allies to follow the figureheads of the last of the Pirate Council who once ruled Nassau. In the Spring of 1721 they met, and sailed. The Pirate Armada of the Free Republic of Nassau sailed for the first and last time, gathering speed and numbers as it thundered along to the island it once called home.

 

A home where it was met by the full force of the British Navy. Over a hundred ships of all shapes and sizes from the free captains, against sixty frigates, a dozen Third Rate Ships-of-the-line, four ninety-gun Second Rate Ships-of-the-line and the pride of the British Navy, the HMS Britannia.

It was a bloody day for Pirates: great names like Calico Jack, Charles Vane, Benjamin Horningold, Mary Read, Ann Bonny – the greatest pirates of their age – either died or were captured and hanged in the newly re-established British port of Nassau by Woodes Rogers.

But not all was lost that day. During the heavy fighting, five ships manage to escape amongst the chaos of the shot, smoke and screams. They collected those who were left sinking by the crown as they focused on the ships still showing fight, taking as many people on board as they could before they were claimed by Davy Jones.

One of these ships was captained by Blackbeard’s first mate – a ruthless and puritanical pirate by the name of Israel Hands – who led these five ships north for fifteen days across open seas, avoiding any land or ships that crossed their path. On the sixteenth, Hands’ ship, the Santiana, flagged to dock in the next island cove, but the other crews looked about with alarm – there were no coves nearby on any chart they possessed. The nearest land was six days north or eleven days west, the only thing they were likely to find in this salt-ridden waste was a slow death by becalming and the thirst that came with it.

But then, out from the sea spray on the horizon a shimmer of light. Land ho! As if hidden between the sea and the sky themselves.

Rumours always abounded about Blackbeard’s secret island and how he escaped the Crown for so long, and this must be Blackbeard’s final gift to the Pirate Republic.

A place to start anew. A trick of the light from that old trickster.

Event 2 Summary

Summer 1722

Five crews, five captains, five strong foundations on which the – still unnamed – island of Pirates rests its hopes.

It would be too much to ask for such people to be swift friends, not when they have already lost everything due to the disagreements of foreign powers on the other side of the world, but even so, honour among thieves may as well be painted above the gates.

Whatever the disagreements of their captains and crews, five ships must be outfitted, five ships must be crewed, and five ships must heave together for this alliance to work.

When one turns his back on the others and makes a deal with the enemy?
Well then, justice must be swift and fitting.
A hand for a Hand.

Israel Hands is dead, the trophy of his death mounted for all to see in the village square. Few of those who once sailed with him have anything to say in his defence. Impatience with in-fighting surely pushed him to seek the security of a Privateer’s Letter of Marque, but in betrayal and death he has managed something he never managed with force of will in life alone – unity.

The hatchet is buried, let the crews of the Santiana and Chariot not speak of it again. Presumably, the crews of the Diamond, Marengo and Devil’s Daughter give a sigh of relief as all can finally focus on what is important – treasure.

In the months since the pirates first took possession of the island that Blackbeard had left them, work has been done to make it more of a base for the crews who call it home by those who elected not to throw in their allegiance with a single ship but instead take what freelance jobs the captains were willing to pay for. With the assistance of those crews who, by lack of resources or need of refit were unable to take to the high seas this season, there is a sense of hope on the breeze.

And breeze there is. This region, far out to sea to the east of the British Colonies of Virginia and Carolina is known for summer storms – a boon to a captain who knows how to use them, but deadly to those who are unlucky enough to make a mistake.

With ships still out on patrol, trading and keeping to their bloody trade, there are those on land who whistle old tunes to keep away bad luck, for every old mariner knows a rough sea can be as lethal as a becalmed one – but the outcomes of each ship’s actions this season are yet to be known to all…

Upcoming Events

To find out more about Hoist The Colours, please feel free to check out and comment in our Facebook group.

Background

As with all EYELarp games, at the start of each event players will be briefed on Site safety and basic EYElarp Rules

When does the game run?

Hoist The Colours will first run on the 7th-9th October 2022

The event itself runs in the following hours:
9pm-1am Friday
10am-1am Saturday
10am-1pm Sunday

The hours in between are “off game” or “out of character” hours where you are expected to sleep!

Where is the game set?

You play Pirates, and people of Nassau in 1721 who have stood against the Navy and failed, and fled to an island in the Atlantic.

What’s the style of play?

Action and Adventure, with some adult themes

Player FAQ

Stuff to know.

  • This is a blank and cap firing game only, NOT AIRSOFT.
  • Read the design document linked above for information about character creation and what each kind of role entails.
  • Eversley is an off-grid site, without running water and electricity only provided by a generator. It is also not easily connected to public transport, and is worth keeping this in mind when planning your trip to us.
Crew FAQ
General crewing information
Crew are on the go all day, usually playing many roles over the course of the weekend.
If you need to play a less physical role we can accommodate all abilities, ditto if you’re a combat wombat who doesn’t like talky roles.
Crew are fed breakfast, lunch and dinner Saturday and breakfast Sunday. We usually time in at 9pm on Fridays so expect crew to eat before they arrive.
Please let either the organisers know if you have specific dietary requirements.
We have tonnes of crew kit, so whatever the era and setting we’ll have layers to wear over base kit.
We have the benefit of several settlements at Eversley made up of community built structures. The agreement the community make is that everyone gets first dibs to stay in anything they build but it’s available to use otherwise, provided they treat it with respect and leave it as they find it. That means unless you prefer to bring your own tent, there’s often space in a bunkhouse.
You will need:
  •  a camp bed/air bed and bedding
  • drinking water – we recommend bringing a personal supply of at least 2L per day. There is no plumbing onsite but we provide a limited amount for crew and jerrycans of water for washing and boiling.
  • an in-character bowl and drinking utensil
  • your preferred snacks
  • a torch
  • appropriate base layers for the game’s setting and solid footwear
hopefully we’ll see you soon!
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Upcoming: Flying Lead: Blood & Gold – Episode 1: Dead Man’s Hand

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