maroons
TRANSCRIPT
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Maroons were runaway slaves in the
West Indies, Central America, South
America, and North America, who
formed independent settlements
together. Maroon is a corruption of
the Spanish word "cimarrona" which
loosely translates to "deserter" or
runaway.
In the New World, as early as 1512,
black slaves had escaped from Spanish
and Portuguese owners and either
joined indigenous peoples or eked out
a living on their own. Sir Francis
Drake enlisted several 'cimaroons'
during his raids on the Spanish. As
early as 1655, runaway slaves had
formed their own communities. On
the Caribbean islands, runaway slaves
formed bands and in some cases
formed armed camps.
No one knows how many maroon
communities there actually were in
the New World; some bands were
small and lasted only a few months,
while others survived for generations.
By the seventeenth century maroons
had become a significant force in the
New World, forming alliances with
Indians and pirates, playing one
colonial power against another, and in
some cases actually controlling the
flow of goods through strategic areas.
Some maroon communities grew large
enough to defeat European armies
and take over islands like Jamaica and
Haiti.
Runaway African slaves becoming part
of a pirate crew were considered as
daring seamen with nothing to lose.
Jamaican Maroon
One can easily understand the
attraction that the pirate world could
exert to black sailors, with its promise
of freedom, equality, fraternity such
as no nation state would then
consider. The most known maroon
pirate was Black Caesar (died 1718).
Black Caesar raided shipping from
the Florida Keys for more than a
decade and later served as one of
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Captain Blackbeard's chief lieutenants
aboard the Queen Anne's Revenge. He
was one of the surviving members of
Blackbeard's crew following his death
at the hands of Lieutenant Robert
Maynard in 1718.
The relationship between pirates and
Africans did not stop with acceptance
of the latter on pirate ships.
Cosmopolitan pirate crews would
often come in contact with maroon
communities, where sailors would find
food and rest in the palenques. Pirates
also relied on maroons to obtain
information on the transportation of
precious metals, a task the maroons
had performed as slaves.
Pacification with the Maroons
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HHeerrooeess
1 Chief(30 doubloons to recruit)
S F St D A W C Fa Ft
4+ 3 4 4 1 2 4 1 1
Special Rules:
Leader, Archetype
Starting Experience:The Maroon Chief starts with 8 experience points.
0-2 Hunter (17 doubloons to recruit)
S F St D A W C Fa Ft
4+ 3 3 3 1 1 3 1 0
Special Rules:
Scout
0-1 Houngan (21 doubloons to recruit)
S F St D A W C Fa Ft
5+ 2 3 3 1 1 3 1 1
Special Rules:
Voodoo Priest: A warband containing a Houngan, may reroll d3
dice results throughout the game on behalf of any member of the
Maroon warband. Even a random dice, like initiative may be
rerolled, however the second throw of the dice always stands,
regardless of the remaining rerolls.
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HHeenncchhmmeenn
0-5Warriors (12 doubloons to recruit)
S F St D A W C
5+ 4 3 3 1 1 3
.
Renegade (8 doubloons to recruit)
S F St D A W C
5+ 4 3 3 1 1 2
Maroon Equipment Lists
The following lists may be used by Maroon warbands to choose their starting equipment.
Heroes Equipment
Knife or Dagger 1 doubloon
Hand Weapon 2 doubloons
Sword 3 doubloons
Bow 4 doubloons
Pistol* 8 doubloons
Flintlock Musket 14 doubloons
* Maximum of two pistols for Heroes
Henchmen Equipment
Knife or Dagger 1 doubloon
Hand Weapon 2 doubloons
Two-handed Weapon 3 doubloons
Spear 3 doubloons
Sword 3 doubloons
Bow 4 doubloons
Musket (Warriors only) 14 doubloons