029 Bloody Sail History, a pirate of pure Terranism

Lin Jie found the plan and chart of the Bloodsail Pirates on the wild beach south of Treasure Bay, and obtained the battle plan of the Commander of the Bloodsail Pirate Fleet, Phil Laren. He couldn't even row a boat across the Crystal Lake, let alone lead an entire fleet to fight us alone. Pen | fun | pavilion www. biquge。 info

The Bloodsail Pirates will surely pay for their carelessness. Now that we have a grasp of their attack plan, we can get a preemptive attack before they know anything.

We don't need to send an entire fleet, just a team of brave adventurers can easily accomplish this task. Friends, take your best companions and guard the landing at Fil Laren and slay the Commander of the Bloodsails. So that it won't be long before their fleet can go and feed the fish......"

Lin Jie followed the sandbar on the shore all the way to the front of Phil Laren, the commander of the Bloodmist fleet.

Fleet Commander Phil Laren (human, male): The supreme leader of the Bloodsail Fleet in the Valley of Thorns, whose flagship is the Red Mist. Old Phil Laren manages all the activities of the Bloodsail Pirates in the Valley of Thorns region, and although he is old, his strength is not diminished. Old Phil Laren would start with a battle cry to encourage the sailors to fight bravely. Years at sea, combined with endless battles, have led him to develop a unique sword technique called the "Spirit's Blade", which can cause his opponent to die after suffering a series of pains. Old Phil Laren owned a red-feathered parrot named "Little Broken Throat", which brought a lot of fun to the boring and monotonous life at sea of Old Phil Laren and saved the life of Old Phil Laren in battle more than once. Since the 25th year of the Dark Gate, the elder Phil Laren has been ordered to dock at the savage coast southeast of the Valley of Thorns with three pirate ships of his fleet, the Red Mist, the Wave Cutter and the Maiden's Luck, planning an attack on the Blackwater pirates entrenched in Treasure Bay.

Phil Laren sat in a chair with a bearded face, two pirate scimitars in his hand, and a red captain's uniform looked particularly majestic, at least stronger than the Minotaur commander.

Lin Jie killed violently, but the commander pointed to the chair unhurriedly and said, "I didn't expect to kill it so quickly." Have a seat. Anyway, there's no one around, right? ”

Lin Jie was shocked, this product is so intelligent, and the advantage of playing games is that there are infinite possibilities.

Anyway, the reward for killing him is also very small (the goblin who slammed the door)

Listen to what he has to say. Phil Laren took out a bottle of Nanhaizhen spirits from the wine cabinet next to him, poured it for Lin Jie, and began to tell the story of the past: 6 or 7 years ago, a man named Farreville owned a large fortune in Kurtilas, owned 12 merchant ships and 24 warships, and he was one of the island's Admiral Dalein Proudmore's strongest rivals. Farreville loved sailing and was proficient in it, often patrolling pirates with his sailors on warships or following merchant ships along the coastline, breathing the sea breeze in search of interesting things. To most people, Farreville is not very friendly or even likable, but he always meets the needs of his men and keeps them safe, so his men support him.

Farreville believed that humans were the noblest race, and he believed that other races—elves, dwarves, gnomes, orcs, goblins, or whatever—would lead to the decline of Kurtilas and Lorda. His idea was opposed by many people, but it also attracted the attention of like-minded people.

At the beginning of the Third War, Farreville was following the ships on the seas. A dwarven griffin knight spotted his sailing fleet, and the dwarf told him about the war and begged him to help Dillisberg, located on the northern shore of Kul Tiras. Farreville taunted the dwarve, but eventually agreed to his request and changed course. As the ship approached Dillesberg, he saw that part of the Scourge had landed and surrounded the town. The defenders opened fire with catapults and cannons at the besieging army, but with little effect. Farreville thought about it for a moment and came to the conclusion that if he chose to land and fight the Scourge Legion, he would have a half-chance of saving Dyrisberg, however, the vast majority of the city's people and his men would all be dead, and the vast majority of Dresberg's inhabitants would be dwarves and gnomes who had migrated from Ironforge. Farreville finally decided to turn the ship around and leave for the doomed territory. His crew complained about the decision, and Farreville threw the most troublesome crew into the sea.

Knowing that he would never be able to return to Kurtilas, Farreville searched for new territory during the war. During his voyage, he learns that the war has been waged on all fronts, and that the northern part of Lordaan is in ruins, infested by the undead monsters of the twisted land. "It's all about an alliance with those damn elves and dwarves," Farreville muttered, "and I'm not going to have anything to do with those stupid things on land." He gathered all the crew and told them that if anyone wished to fight for Lordain, they could disembark now. He decided to move all his possessions somewhere else, such as a tropical island in the South China Sea, where he might not only be protected from the Scourge but also find allies. Many of his soldiers disembarked and died in the land of Lorda, but many more chose to stay. A month later, Farreville discovered Raid Island and built a fortress on it. Once a nobleman of Lorda, Baron Farreville is now the leader of a gang of professional pirates.

Duke Farreville operated the Bloodsail Pirates, often sailing on his flagship, the Devil Shark. Four fleet commanders co-organized him, each in charge of almost a dozen pirate ships, with the fleet commander in charge of a smaller fleet and the captain in charge of a ship that would take over when they fell. Most of Bloodsail's elite were official members of the Farreville Manor who had joined him in exile - knights, magistrates, and the like.

When a commander falls, Farreville will personally choose a successor. He picks his cronies, loyalty is far more important than competence, for Farreville knows how abominable it is to distort his orders and uncover potential mutiny and betrayal. Regardless, his experience as a nobleman proved valuable in his new role, and when he turned into a downright obnoxious eccentric, he gave all his men and women enough food, plunder, and blood for so many people willing to let him ride on his head.