These rules have been modified and pirate-ified from the original fodderlocke rules by squidragon and often inspired by other players' modifications. (See the credits section below.) Feel free to suggest additional rules and modifications, or take inspiration from these, if you'd like!
All unnamed dragons will be given one of the random name generator's first 10 suggestions.
All dragons that join the crew must have at least a little lore thought up and written for them.
If all the cheapest fodder dragons are hideous, you can purchase one within 1000 treasure of the fodder floor.
Dragons and bred fodder from your main clan can join the fodderlocke, but they must undergo the recruitment phase; they cannot join as captain, navigator, quartermaster, sea witch, boatswain, or as a result of a turn event, otherwise the crew would probably end up with an imbalanced number of offspring from your clan.
If you ever run into a very exciting Dom raffle or battle or run out of lair space, do not hesitate to yeet the whole crew. There is no mercy in the fodderlocke.
The Captain
Envision your ship and purchase its captain, your favorite dragon at the current lowest price on the AH. When they reach adulthood, level them to 9. Equip a piece of apparel to indicate their status. When the Seaspray apparel cycles back in in September, the captain will wear a Swashbuckler's Seaspray Cap, if I manage to stick with this fodderlocke for that long. For the time being, they will wear odds and ends from the Rose Gold Steampunk Set.
If any dragon ever surpasses the captain in level, they are deemed more worthy of the position by the crew. Exalt the previous captain and raise the new one a level.
The captain keeps a record of all the goings-on of their ship and crew of which they are aware. When a new dragon takes over as captain, they begin a new log.
Keep track of the net profits under the captain's leadership; the highest-scoring captains are remembered as being the most successful and/or ruthless. If a crew manages to accomplish a net profit of 1,000,000 treasure, the entire crew retires from the pirate life; start over with a new captain.
Establishing the Crew
Purchase four more of the cheapest dragons on the AH. In order of your purchases, they are the navigator, quartermaster, sea witch, and boatswain. Level them to 6.
A captain needs a crew. If the captain ever becomes the sole person on the ship, repeat this step. If your navigator, quartermaster, sea witch, and boatswain become exalted or retired, replace them with recruits or current crewmembers as you deem appropriate.
Turn Events
Each turn, purchase two dragons for the lowest price on the AH. When they reach adulthood, level them together to 6. Roll 1 to 6. If 6, they have been recruited by our crew; otherwise, exalt. Repeat until the crew gains a member.
Next, roll to determine what the crew is up to this time. If RNG's selection is impossible at the time, roll again. Dragons are randomly selected by the top results when all fodderlocke dragons are put into a random list generator.
A death-streak involves fighting dragons in the venue matching the level of the lowest-level dragon for ten rounds, until a captcha appears, or until one fodderlocke dragon faints and must then be exalted or retired.
- The captain has procured a map or clues to an ancient treasure, and the crew seeks it out. Roll 1 to 12 for each dragon. If the resulting number is higher than their level, exalt them. Raise all survivors a level.
- The captain has procured a map or clues to an ancient treasure, and the crew seeks it out. Roll 1 to 12 for each dragon. If the resulting number is higher than their level, exalt them. Raise all survivors a level.
- Time to pillage and plunder. During the mission, two random dragons are raised a level and have a 1/6 chance each of being exalted.
- Time to pillage and plunder. During the mission, two random dragons are raised a level and have a 1/6 chance each of being exalted.
- Time to pillage and plunder. During the mission, two random dragons are raised a level and have a 1/6 chance each of being exalted.
- Guards set a trap for the crew, and three dragons are taken into custody (exalt).
- Two RTB dragons breed. Their offspring join the family business.
- Two RTB dragons breed. Their offspring join the family business.
- Two dragons are now in love, and fate has tied them together. If one is selected for an event or battle party, the other joins them. If one gets exalted or retires, the other goes, too. They can be bred together as many times as desired.
- When the ship made port, one of the crew fell madly for a local. They leave the crew to be with their new sweetheart.
- The ship makes port, and a random dragon falls madly in lust and manages to smuggle their new sweetheart on-board. Purchase the cheapest adult but keep them at level 1 this turn. Every turn, they have a 1/4 chance of being found out and both being booted from the ship and a 1/4 chance of the smuggled sweetheart becoming a fully-fledged crewmember.
- You have a stowaway! Purchase the cheapest dragon off the AH and skip the recruitment and trial process, leaving them at level 1. For each activity they are selected for, they have a 1/4 chance of being found out and booted from the ship and a 1/4 chance of becoming a fully-fledged crewmember.
- The captain becomes fond of a group of orphans and offers them a chance at a better life sailing the seas. Purchase the least expensive group of siblings on the AH. They all become cabin boys or girls. Level them to 5 and assign them a new role in 10 turns.
- While making port, a hatchling begs the captain to let them join the crew. They become a cabin boy or girl. Level them to 5 and assign them a new role in 10 turns.
- The crew recruits a doctor, who patches them all up. Purchase the cheapest adult off the AH, raise all dragons a level, and heal any unwell dragons. If the ship already has a doctor, the doctor gains an apprentice. Purchase the cheapest hatchling off the AH and raise all dragons a level.
- The newest recruit hasn't gotten their sea-legs yet and is terribly seasick. If they are selected for anything for the next five turns, the crew advises them against pursuing this life and leaves them behind after the activity is over.
- The cook (or a random crewmember) warns the captain that food stores are low. Coli until you collect a stack of 99 of the first food item to drop on your first round this turn.
- Some of the food stored on the ship rotted, and each crewmember has a 50/50 chance of having contracted food poisoning. They cannot participate in any activities for the next five turns. Coli with dragons who aren't sick until you collect 50 to 100 food items (how many determined by RNG). If you have no choice but to Coli with a sick dragon, exalt them afterwards; their condition kept worsening and the crew left them behind to recover.
- The crew has been hired to abscond with a certain item; Coli until you collect it. RNG decides what it is:
- Apparel
- Battle item
- Chest
- Familiar
- The crew's cannons get an upgrade, and in their excitement, they attack a rival ship. Go on a death-streak with three random dragons.
- Three random dragons were wounded during a recent skirmish. If there is a doctor aboard, they have a 50/50 chance of recovering each turn. If any of the injured are chosen for Coli within the next three turns, exalt or retire them.
- The ship has suffered severe damage due to a recent cannon fight and it must remain in drydock for a while for repairs. Each crewmember besides the captain has a 1/4 chance of switching to another crew before repairs are complete.
- It's a brilliant, beautiful day on the seas, the sun high, the water glistening. All crewmembers experience a boost of morale; level all dragons by one.
- There's a terrible storm on the sea, but there is a 50/50 chance that the crew will attempt or need to sail anyway. If they do, one crewmember falls overboard and is lost to the sea. If they don't, nothing happens this turn.
- It's been weeks since you made port, and the crew is restless. When you finally do again, one random dragon deserts.
- While the ship is making port, two dragons hear about a wealthy residence and decide to burglarize it. They have a 50/50 chance of either succeeding and gaining a level, or failing and one being caught. If they fail, death-streak in a venue that's between their levels and exalt the first one to faint.
- The contraband the crew is currently smuggling is attracting a lot of unwanted attention. RNG determines the outcome of this mission:
1. They manage to safely deliver it to the buyer or middleman.
2. They are ambushed by another pirate crew on the way to the buyer or middleman. Every crewmember has a 1/4 chance of being exalted.
3. The authorities have been tipped off and come sniffing around the next time the crew makes port. There is a 50/50 chance of them either discovering and confiscating the contraband and arresting the captain (exalt and replace), or overlooking it because of the captain's cleverness (increase captain by one level).
- The quartermaster has caught the crew gambling, in violation of the ship's code. Two random dragons are booted from the crew to set an example.
- One random dragon envies another's apparel and/or familiar and decides to try to take it for themselves. Death-streak in the Coliseum until one dragon dies; this is the loser of their struggle. The winner takes or keeps the loot (or just what they coveted, and their crewmates squabble over and randomly get the rest); the loser is exalted.
- A member of the crew is immensely unpopular and frequently on the wrong side of the Quartermaster, and the highest-level dragon besides the captain has called them out. Raise the unpopular crewmember a level to help them prove their worth. If they don't get selected for an activity in the next five turns, boot the layabout.
- The captain wants to really test the mettle of his crew, especially the ones who aren't thriving. Roll 1 to 10 for each of your lowest-level dragons; if the resulting number is higher than their level, they didn't make the cut. Exalt them, and raise the remaining lowest-level dragons a level.
- Three random dragons are or have become very experienced and clever. This is a get-out-of-exalt-free card for the next time they would be exalted for any reason.
- The crew's hideout has been discovered! Each dragon has a 50/50 chance of being arrested, or of hiding, escaping, of not having been there at the time, or otherwise avoiding arrest.
- Pinkerlocke flashbacks! What you pluck from Pinkerton's Plundered Pile today determines what occurs:
- Apparel: Two RTB dragons breed. If none are available to breed, the crew comes across an abandoned egg (purchase a hatchling).
- Battle Item: Death streak.
- Familiar: Recruit a new crewmember. If the dragon purchased is a hatchling, they must wait until reaching adulthood before joining the 'locke.
- Food: RNG for number of Coli battles based on food type according to Pinkerlocke rules.
- Material: Write a short story about recent events pertaining to the crew.
- Trinket: Write a more detailed backstory for one of the dragons.
- The highest-level dragon below the captain (or one of them if more than one) has decided to become captain of their own ship and crew, and they take one random dragon with them. This new crew acts as a second fodderlocke, and this and the original crew now alternate turns. Any time this event is selected by RNG for the main crew from here on out, one random dragon from the main crew deserts for the second crew. Any time it's rolled for the second crew, one random dragon from the second crew deserts for the main crew. Crew establishment rules do not apply to the second crew. Any time only one dragon (including the captain) remains in the second crew, exalt them and eliminate their ship from play (at least for now!).
- The captain has been stripped of command; exalt them. The new leader is the highest-level dragon in the crew. If there is a tie, they compete for the position: death-streak all dragons of that level, and the last to remain standing, wins. Raise the new captain a level.
Coliseum Drops
When one of the following drops for a potential recruit, the elimination roll can be bypassed if desired.
Ability & Energy Stones
Ambush: An enemy ship was laying in wait. Death-streak.
Eliminate: Exalt the crewmembers in the battle party (besides the trainer, if applicable).
Rally: The captain themself enters the battle, boosting morale among the crew. The leader and two random dragons increase a level together (as opposed to with a trainer).
Regeneration: One random unwell dragon recovers.
Everything Else: RNG decides:
- The crew improves their strategy and coordination. Raise all dragons a level.
- Emboldened by their recent successes, the group attacks a rival ship they encounter on the sea without much of a plan. Death-streak.
Accents & Skins
There's a traitor on the ship! Let RNG decide who it is. Every turn, they have a 1/3 chance of being discovered and booted. Every activity for which they are selected, they have a 1/3 chance of killing a dragon with whom they are teamed.
The accents and skins themselves are handled per apparel and familiar drop rules below.
Apparel & Familiars
If apparel or familiars drop, the captain gets first pick, followed by the navigator, quartermaster, sea witch, boatswain, and then the crew from highest to lowest level. (If there are multiple dragons of a level, RNG decides between them for each item). If any dragon wishes to replace their current apparel or familiar, they cast the old item off for the other crewmembers besides the top four to squabble over (RLG decides the order of who gets first, second, third, etc. pick).
If a dragon who is exalted possesses apparel, with the exception of the captain's special articles to indicate their status, the items return to your Hoard, but familiars can remain aboard the ship (depending upon how their previous bonded dragon left the ship) and be bonded with a new crewmember.
If there is an excess of familiars, they are bonded with a new crewmember when one becomes available.
Familiars can be bonded with each day that you work on the Fodderlocke, with the treasure, apparel, and familiars they drop all applying to the Fodderlocke.
Deity-Related Items
One of the deities seems to be smiling upon
The Disenchantress. All dragons of that deity's element feel their blessings, and the crew encounters a competent new crewmember of that element. Raise all dragons of that deity's element by one level, and obtain a new crewmember of that element.
Eggs
The crew comes across an abandoned egg and takes it aboard. In three turns, purchase one of the cheapest hatchlings on the AH; they become a cabin boy or girl. Level them to 5 and assign them a new role in ten turns.
Genes
One of the crewmembers is unwell (their health is 3 out of 5). Each turn in which they are selected for a turn event, their condition worsens by 1 point, but each time the ship's doctor is selected for a turn event, if there is one, their condition improves 1 point, up to a maximum of 5 points. Rolling 1 on a potion or tincture drop can also increase their health by 1. If their health reaches 0, they die. If their health reaches 5, they recover.
Potions & Tinctures
If a potion or tincture drops, roll 1 to 2.
- A random dragon in the battle party drinks a tonic and feels invigorated. Raise them one level.
- A random dragon in the battle party has been poisoned or made ill by something they drank. If they faint in the Coli in the next three turns, they die or must retire.
A dragon can only be affected by one health potion or tonic each turn.
Scroll of Renaming
A random dragon in the battle party covets a post higher in the chain of command than theirs. RNG decides which position it is they want. If they are higher in level than the current holder of the post, they take it. If not, the two dragons death-streak for it, with the first to faint being the loser and the winner gaining a level. If they successfully take the position, RNG then decides what becomes of the person whose position was taken from them:
- They swap positions with that crewmember.
- The crewmember is exalted or retired.
If they are unsuccessful in stealing the position, they must face the Quartermaster for their mutinous behavior. They are raised one level in an attempt to prove their worth, but if they are not selected for any activities in the next five turns, they will get the boot.
Treasure & Gems
After the captain, navigator, quartermaster, sea witch, and boatswain get their first picks of the recent loot, the rest of the crew squabble over the treasure. One dragon has a 1/3 chance of intimidating his crewmates into letting him keep it all (raise one level) and a 1/3 chance of losing a fight over it (exalt). If neither occur, the rest of the crew (excluding the captain, navigator, quartermaster, sea witch, and boatswain) manages to split the loot, and gains one level.
Vial of Hypnotic Sight
A random dragon in the battle party had too much grog. They cannot participate in any activities in the next turn.
Vistas
A random dragon in the battle party has been very profitable and successful as a member of the crew. They are exempt from being exalted or retired for three turns.
Exalting
Lore-wise, exalting can be anything that leads the character to be removed from the group and its activities: death, imprisonment, shipwreck, deserting for a different crew, becoming a privateer, etc.
(There's also a high probability that I won't exalt and will instead hold onto the occasional character, because I’m a sentimental lore nerd.)
Level 25
If a dragon somehow manages to reach level 25, they become a legend. They can either retire from pirate life (exalt or retire safely to your lair) or become the admiral of a pirate fleet. Get the current crew a new captain and start a new ship and crew, as well, both of whom report to the admiral (maybe; we'll see if/when we ever get there!). The admiral can still participate in turn events, but can be exempt from being exalted, if you wish. They are given stats and stones and become the new two-fodder trainer for all other participants in the fodderlocke.
There can only be one admiral. If a second dragon reaches level 25 and wishes to be admiral, they fight a duel. Death-streak them until one faints; that one is the loser and retires or dies. The surviving dragon becomes the new admiral.
This will all probably never happen, but it's amusing to imagine.