Real trade routes
Maps the actual 17th- and 18th-century shipping lanes, and the goods that made them worth attacking in the first place.
Real maritime trade, real colonial rivalries, and the actual economics that produced piracy — brought to life inside the same multiplayer world where students already sail as Pirates.
Before the legend, piracy was a business — a response to specific trade routes, weak colonial law, and the value of a ship's cargo.
Maps the actual 17th- and 18th-century shipping lanes, and the goods that made them worth attacking in the first place.
Reads real trial records, captains' logs and period accounts of actual historical figures — not summaries of legends.
Covers why piracy flourished where colonial law was weakest, and exactly how empires eventually stamped it out.
Directly compares the popular pirate legend to what the historical record actually shows, side by side.
Before treasure maps and parrots, piracy was a response to specific trade routes, weak colonial law, and the economics of a ship's cargo. The course starts there, not with the legend.
Students read real primary sources — trial transcripts, captains' logs, period accounts — and learn to separate what's documented from what's been added by later retellings.
The course connects directly to the Pirates multiplayer world students already play in: the trade routes, islands and rival-ship mechanics in the game become a real historical model to test ideas against, not just a backdrop.
The point isn't memorizing famous names — it's learning to read a source and reason about incentives.
Distinguishes a documented historical account from a romanticized retelling — and can explain the difference.
Explains why piracy clustered around specific trade routes and weak colonial authority, not random chance.
Names specific, concrete ways the popular pirate legend departs from what the historical record shows.
Uses the in-world Pirates game's trade and territory mechanics to reason through real historical incentives.
Real sources, a real economy, and a game world built to test ideas against.