Crosshair
Nothing brings folk together and tears them apart like a good ol' game o' Crosshair.
~ Captain Rumkeg ~
~ Captain Rumkeg ~
Crosshair is a gambling game of cards, and the most popular pass time throughout the Silver Piece Islands. It sees play in every tavern and ship no matter what port a crew might find themselves docked at.
Dreams of Coin
Outsiders of the collective might see ruffians tossing coin in games like poker and liar's dice. But, those of the islands know the sentiment of Crosshair, a widely famous gambling game that exists in every tavern at every seat. It is more than gambling; in many circles, it is politics. In a dispute or conflict, since the game's early beginnings, it has been settled over a round of it, with the victor making the final judgement. It is a game that was cemented through the escapades of a female pirate: Jane "Fox" Macker.
Before the Silver Rounds Guild dominated the employment opportunities for crime fighters — the most famous bounty hunter's guild in the islands — the act of bounty hunting was a disorganized dance of people finding anyone they could to take up their cry for help. Although, most masked their cries with promises of adventure and reward.
In the waterside roads of Scally Bay, a mysterious figure one day appeared wrapped in cloaks and robes on a ship by themselves, face obscured by a dark eagle's mask. They called out from their deck to everyone who gathered, testifying about a secret bounty that promised treasure and fortune unlike anything they had ever seen. But, only one select crew would join this person, decided at the dawn of next week when their ship would leave. This allotted to two days.
Many set out to form the best circles they could. Even those who were skeptical, who wished to sit out of it all, were roped into joining after being assured a greater percentage of whatever was rewarded.
It was a whole week of golden opportunities, but it was equally as terrifying. Duels between who'd get who happened every day, and the dead's numbers began to tally itself up. Bribes were made. Oaths were sworn and oaths were broken as sailors of all kinds turned from one side to another.
But one woman excelled above the rest. Jane "Fox" Macker was a thief. But unlike other thieves, who simply stole money and artifacts worth money, she stole loyalty. She knew the names of Scally Bay's best sailors. She knew they had already made their own promises, but she staked each one out knowing full well she could break those.
Jane understood there was something people always loved more than silver. She knew silver was the only thing keeping the promises of these hunters together. So she learned what they really wanted. Their own ship. A home for a child. To become a Pirate Lord. The unrequited love of another. Instead of promising money, Jane made her assurances for these other aspirations, and like lambs to the slaughter, they gathered to her.
But, she being a woman as a pirate, most doubted her ability and strength to lead them to what she promised. So, she did the impossible. She stole onto the very ship of the masked man and stole off with the bounty the man had kept secret, and she and her new crew left port far before everyone had even realized the bounty was gone. They became Jane's Foxes, and after that, they went on to make a name for themselves in daring ways.
The tale ends there, because nobody ever knew what the bounty was, and Jane's Foxes were never seen again, but her legend lived on. When the Silver Rounds Guild came around, the card game slowly began to trickle into its lifestyle until it became the game that fills the islands today.
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