Belisarius Limited

The Sarnian Isles


A career at sea in the Golden Age, 1715–1739.

You are sixteen, you are a Sarnian, and there is a ship in the roads. Twenty-five years pass one month at a time. Most men do not see the end of them.

The game

One turn is one month. There are three hundred of them.

The Sarnian Isles is a turn-based visual novel about a naval career in the Caribbean of the 1710s and 1720s — an archipelago that is the Channel Islands transplanted, with its own Bailiff, its own twelve Jurats, and a Royal Court that condemns prizes on a Tuesday.

You answer six questions about your childhood and you are entered on a ship’s books. After that the game asks you one thing a month for twenty-five years: what do you do about this. There is no branching tree and no correct route. What happens next is drawn from everything you are — your rank, your station, the season, the year, your debts, your reputation, and the two hundred things the game has written down about you.

There is no going back. Rollback is switched off. A man who drowns in January 1719 drowned in January 1719, and the game will tell you what he was remembered for and then close the book on him.

  • 183 scenes across 30 chapters, from the purser’s short measure to a line-of-battle action in the Western Ocean.
  • Four ladders — the quarterdeck, the lower deck, the privateer and the pirate — which are different games, and which occasionally join up.
  • Duels, ship actions, mutinies, prize courts, the press gang and a debtors’ gaol that has ended more careers than the French.
  • The Clameur de Haro: a real Norman remedy, still law in the islands, in which a man on his knees cries out for justice and everything stops. Once per lifetime, and the game holds you to it.

Measured over 500 careers

How it ends

Not a difficulty setting. This is what actually happens, counted by playing the game through five hundred times.

Lost with the ship28%
Committed for debt24%
Carried off by the fever16%
Hanged below the high-water mark14%
Knifed in the Pollet8%
Killed in action6%
Lived to see the period close3%

Median age at the end: twenty-seven.

A ship under sail in the open Atlantic
The open sea is half of every career, and it drowns more men than the enemy ever did.

Four ways up, and the price of each

Whose ship do you go aboard?

The quarterdeck

A King’s officer, from midshipman to the examination to post rank and, for a very few, a flag. The most sea time, the best money, and the sea itself for an enemy.

82% die · 39% are made post

The lower deck

Aboard forward, with the people. Nobody writes a letter for you. You are likelier to live than any other man in the game and likelier to be ruined by the end of it.

67% die · 24% reach boatswain

The privateer

A letter of marque from the Lieutenant Governor, licensing you against an enemy the peace of 1714 has abolished. Rich, respectable, and one press gang from the lower deck.

72% die · 40% reach commander

On the account

No letter, no King, articles of your own and an equal share of everything except the rope. Your rank is voted and can be voted away again.

91% die · 28% are elected captain

A harbour in the West Indies, shipping at anchor
Port Pierre: the Pollet lanes, the Royal Court, and the agent who has your prize money.

On their real dates

The Golden Age, as it happened

The islands are invented. Almost nothing else is. The dated content runs 1715 to 1726, and the years after it are your career playing out past the end of the period that made it possible.

1715

The plate fleet goes ashore in a hurricane off Florida, and every seaman in the Caribbean hears about it inside a month.

1718

Woodes Rogers arrives at Nassau with the King’s pardon in one hand. In November, Ocracoke.

1722

Cape Lopez, and the end of the most successful pirate any of them ever produced.

1725–32

The South Sea Company’s Greenland whale fishery — English ships, Dutch harpooners, and a Danish guardship that claims the whole sea.

1713–39

The Asiento: the contract this entire economy is paid for, and the hold your ship is escorting.

1728–39

The First Maroon War in Jamaica. There is no choice in the game that defeats them, because there was none.

The Bailiwick

A hundred miles east of Kingston

Sarnia, Sercq, Herme, Lihou and the reefs between them: settled by Norman exiles, held by the British Crown, governed by a Lieutenant Governor who issues letters of marque to anyone who can find a man to speak for him.

The Seigneur of Sercq does as he pleases. The Royal Court sits on prizes. Every man and woman in the islands is a mariner by default, and half the seamen in the West Indies have been paid off from a war that ended in 1714 and are looking for something to do.

A good many of them have concluded that the difference between a privateer and a pirate is a piece of paper.

A chart of the Sarnian Isles and the surrounding waters
The chart, as it appears on the title screen.

The developer

Belisarius Limited

Belisarius Limited makes historical games for people who would rather be told the truth about a period than flattered by it.

The Sarnian Isles is built on the principle that a game about the eighteenth century should be willing to be as dangerous, as unfair and as administratively tedious as the eighteenth century was. Nothing in it is tuned by intuition: every number on this page was arrived at by playing the game several hundred times and counting what happened.

Ice in the Greenland Sea
The Greenland fishery: six months, four thousand miles north, and the only place in the game that does not look like the Caribbean.