Chapter 307 - Pirates Here, There, and Everywhere
A new chapter had begun—one fully committed to anti-piracy operations.
Ideally, every conflict would be resolved through negotiation and intelligence work, settled smoothly without bloodshed. But realistically, forceful confrontation was far more likely.
After all, we were dealing with lawless criminals. Expecting peaceful resolutions was wishful thinking. To be fully prepared, combat training was indispensable.
Thus, we continued drills centered around the Second Combat Unit, practicing for shipboard combat.
We sailed around islands near Rigaheim, acclimating our bodies and senses to the unstable footing of a moving vessel. Experiencing storm-level waves would’ve been ideal, but rough weather seemed reluctant to appear.
In naval combat, magic exchanges at range typically precede close-quarters fighting. Unless there’s a specific reason not to, it’s only logical to repel or sink an enemy before they can close the distance.
But pirates aim to seize supplies, not sink ships. They rarely unleash devastating magical attacks. Instead, they focus on strengthening their defenses, targeting personnel with sniping or disruptive spells. Then, using their superior speed, they forcibly board the vessel and overwhelm it in melee combat—that’s the pirate way.
Our objective, however, is to capture pirate ships intact and bring the pirates themselves back to the Kingdom of Brenark. We must avoid sinking them—and ideally, avoid damaging them at all.
Thus, the best approach is to endure their long-range assaults with strong defense, allow them to board deliberately, then counterattack in close combat.
In a head-on confrontation, this straightforward strategy should let us subdue the enemy securely while minimizing damage to the captured vessel.
That said, direct engagement carries risks.
If the pirates aren’t operating alone—and they likely aren’t—they’ll probably attack in multiple ships, surrounding us. Under such circumstances, we’d inevitably suffer some damage from broad, long-range barrages.
Even if the Kikyo Society members can weather the assault unscathed, the crew operating the ship might not be so lucky.
To minimize allied casualties, striking first is essential.
Rather than meeting them head-on, it’s far better to slip past their guard and press a blade to their throat before they even notice.
Ideally, we’d locate their base and launch a surprise assault on their ship—or raid their hideout directly. Though of course, the true ideal would be resolving everything through negotiation alone…
“Onee-sama, a report on the pirate investigation has arrived.”
Valeria’s voice, returning from outside, cut through my thoughts. Siegrune and the others gathered around me.
I quickly scanned the letter handed to me by my junior and then passed it around for the others to see.
“…Not very encouraging. If things continue like this, we’ll probably have to resort to baiting them out by disguising our ship as a merchant vessel.”
“They’re proving surprisingly difficult. For pirates, they’re unusually cautious.”
Based on their past appearance locations and sightings, the pirates’ operational range is vast—spanning the entire Retnark coastline and even extending into the southern cluster of small nations.
Moreover, even when they visit port towns for leisure or supplies, they meticulously change locations every time.
This wide, unpredictable movement pattern makes pinpointing their hideout extremely difficult. Even the Intelligence Bureau seems unable to gather solid leads.
“If there were a specific area where they frequently appeared, we could narrow down possible bases. But judging by their methods, they were military-trained. Every detail is thoroughly planned. Honestly, for pirates, they’re far too arrogant.”
On land, you could simply visit suspicious areas to investigate. At sea, that’s impossible—making this even more challenging.
“And recently, they haven’t been seen at all. I wonder if there’s a reason.”
“They usually show up at some port roughly every seven days, but lately, they haven’t visited anywhere. Though it’s possible they’ve just gone unnoticed.”
“Hmm. Even if they follow a seven-day rotation, skipping once doesn’t mean much.”
Their sudden change in routine and our presence in Rigaheim are likely unrelated.
We’ve only recently begun actively spreading rumors about the Kikyo Society’s presence. Pirates roaming the seas wouldn’t have reason to be wary of a group on land. It’s not something they’d normally suspect—that we’re actively trying to deal with them.
If the pirates continue to vanish, it’ll become a problem, and we’ll have to investigate why. But for now, there’s no need to overthink it. Before focusing on the enemy, we must first focus on ourselves.
“For the time being, we’ll leave pirate surveillance to the Intelligence Bureau. Separately, how is training progressing, Mary?”
“No issues. We’re ready at any time.”
Among the Kikyo Society’s combat units—already possessing inhuman physical capabilities—the Second Combat Unit excels particularly in close combat. They’ll adapt quickly to the rocking deck.
“We are ready—but if possible, real combat experience before the main operation would be ideal.”
True. Simulated battles can’t fully replicate actual pirate tactics. But finding pirates we can use for practice? There aren’t any.
The waters near Retnark are dominated by former navy pirates, and all others have already been eradicated. There are no test targets left.
“If we must do it, we’d either have to go to Donditch or venture deep into the southern nation cluster.”
“Then we might encounter the real target on the way there or back. I’d prefer to avoid unplanned engagements before negotiations begin. Still, I understand the desire for real experience. This mission allows no room for failure.”
There’s a vast difference in tension between training and real combat. The enemy will surely act unpredictably.
Even something as simple as the ship’s motion could trigger a catastrophic mistake.
Considering individual combat strength, there’s virtually no chance our members would be defeated. My concern is for the pirates.
What if we misjudge and kill one of their key figures?
After a battle, trying to pivot to friendly negotiations would be impossible.
It’s not unthinkable. Unexpected events and mistakes happen to anyone. Real combat experience would reduce the likelihood, even slightly.
“…Yeah. I think we should do it once before the real thing. Between north and south—which route is easier?”
“Given we can’t predict where the main target will appear, the geographically closer south is preferable. The issue is what to do if we encounter them en route.”
“Our ship has no cargo, so it should be faster. Still not enough to escape?”
“No. Their vessels are simply on another level. Wait—actually, maybe they’re not foolish enough to attack an empty merchant ship.”
When many ships travel a route, it’s one thing. But due to pirate activity, passenger and merchant vessels are now scarce. Yet pirates still accurately select their prey.
They wouldn’t wait idly for an unpredictable ship to appear. It’s reasonable to assume they receive advance information about sailing vessels.
Our ship may resemble a merchant vessel, but we aren’t loading or purchasing supplies. Would such a ship even generate intelligence worth targeting? If not, perhaps we won’t be attacked at all.
“You’re right. Now that I think about it, the odds of being attacked seem low. The only problem would be if we are attacked—and it happens before negotiations.”
“Negotiating would be best, if possible. But right now, we haven’t even had the chance to negotiate…”
“Then maybe we should just accept that we might skip negotiations entirely and confront the real target head-on. What do you think?”
The pirates’ hideout remains unknown. Their appearance locations can’t be narrowed down. And lately, they haven’t been seen at all—negotiations are out of the question.
If their next appearance is our only chance, then charging in recklessly might not be such a bad idea.
Assuming the odds of encountering them while disguised as an empty merchant ship are low, a brief detour shouldn’t be an issue. We can afford one small expedition.
“If we’re prepared… yes. Clinging too tightly to negotiations won’t help. If we view an unexpected encounter as an opportunity, perhaps we’ve been too cautious.”
“I agree as well.”
Leaving for practice, only to face the real thing immediately—well, if it happens, it happens. Might as well stay positive.
If there’s no room for negotiation, then so be it. Force is fine. It’s all a matter of perspective.
With our immediate strategy decided, we resolved to begin gathering intelligence on southern pirates—tasked to the Second Combat Unit.
The Intelligence Bureau is busy focusing on the main pirate threat. Since we can’t spare personnel for practice targets, Violante and her team will travel overland to the southern nation cluster to collect information.
While they’re away for a few days, we’ll simultaneously gather intel through various guilds. As expected, information on the pirates based in the southern nations came in relatively easily.
Multiple pirate crews operate in the southern waters, each using scattered islands as hideouts. Their target is clear: a mining island about 130 kilometers off the mainland, rich in gemstones and magical minerals. They prey on ships transporting these resources.
As for why pirates operate so freely in those waters, it’s tied to the complex affairs of the small nations—none of our concern.
What matters is fighting them and gaining experience. Compared to the former navy pirates, these are easier opponents—simply because we know where they are.
A few days later.
Using the intel brought back from the field and gathered through guilds, we immediately drafted a sailing schedule. The expedition—round trip plus stay—was expected to take about ten days.
“I’ll leave the base in the Combat Support Unit’s hands. If you’re ever unsure about a decision, consult Rosabel-san.”
“Understood. Barring anything unusual, it’ll probably just be fending off merchants trying to cozy up to us as bodyguards at Cafe Daisy.”
“That’s right. The only other possibility is if someone like the Vigilante Captain we recently recruited requests assistance. You’re free to cooperate in principle, but don’t force yourselves. Use your judgment.”
As the Combat Support Unit and Siegrune discussed matters, the deployment team organized their gear.
Besides personal items like spare clothes, we carried numerous magic tools prepared specifically for anti-piracy operations.
“A sea voyage, Onee-sama. It feels different from just half-day training sessions.”
“We’ve never spent an entire day on a ship, including sleeping. In that sense, it’ll be good experience.”
“Though ‘pleasant voyage’ probably won’t apply…”
Valeria doesn’t seem to like ships much. That constant rocking sensation—some people just dislike it, regardless of getting used to it.
“It’s not a passenger ship, after all. The best we can do is stock up on plenty of food and snacks for entertainment. The ship’s large enough for exercise, so tiring ourselves out and sleeping quickly might be the way to go.”
The merchant vessel we’re using is a freighter. Even if it’s fairly large, it’s not designed to carry many people besides the crew.
For a small group, it wouldn’t matter. But this time, the core force is the Second Combat Unit—over fifty members. There are no passenger cabins for such a number. We’ll just set up makeshift beds in the cargo hold.
It’s only for a few days, and we can treat it as part of training. Comfort isn’t a priority.
If she truly hated it, I could leave her behind—but knowing Valeria, she’d insist on coming with me anyway. No need to say it aloud.
“Yukari-dono, the ship’s departure preparations will soon be complete. Is an early morning departure still on schedule?”
“Yes. Siegrune, if you need to buy anything, go ahead. I’ve got everything I need.”
“Then I’ll take you up on that. Valeria, what about you?”
“I heard there are snacks that help with seasickness. I’d like to go look for them.”
As the Vice-Commander and my junior boarded the vehicle, several other members joined them and departed.
“…Not exactly ‘full-scale,’ but still—several days at sea. Wonder how it’ll go.”
Personally, I don’t have any particular aversion. I’m already used to minor rocking, and I don’t mind the sea smell.
Besides, dangerous aquatic monsters lurk in deeper waters, so we won’t stray far from the coast. Even if the ship somehow became disabled, we’d still be close enough to swim to shore. No real cause for concern.
The only reason I’m not more excited is that we’re not exactly heading into the open ocean.
Still, sunrises and sunsets at sea have their own charm. All things considered, it’ll probably be fun.
Defeat pirates, gain experience, grab treasure—two birds with one stone!
And who knows? The real thing might start unexpectedly. Just keeping that in mind should be enough.
Alright—time to get serious and move out!
Hunting pirates—for practice.
Next: “First Impressions”!
From here on out—hunt, hunt, and hunt some more…?