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<blockquote data-quote="Imaculata" data-source="post: 6781068" data-attributes="member: 6801286"><p>In my <a href="http://www.enworld.org/forum/showthread.php?473727-Pirates-of-the-Emerald-Coast-%283-5%29-continues" target="_blank">3.5 pirate campaign</a>, firearms have an important role. But each faction has some unique technologies, some of which the players can also acquire.</p><p></p><p><strong>The Kooghans</strong></p><p>These dark skinned tribalistic pirates are experts in the production of firearms, and they also produce some of the biggest most powerful cannons in the setting. They also build mortars for on ships, and a device called a Thundercannon, which fires thunderstones at other ships. Their most notorious weapon however, is the Kooghan Siege Tower; a massive rolling armored tower with dozens of cannon mouths in all directions.</p><p></p><p><strong>The Speakers of the Dead</strong></p><p>Since my campaign uses a bizarre mix of magic and firearms, I wondered in what creative ways magic could be used on board a pirate ship. The witch-pirates called The Speakers of the Dead, use a lot of necromancy in ship to ship combat. They have catapults that launch magical projectiles, that can reanimate the dead on the deck of an enemy ship. They also use devices called spell catchers, which absorb spells that directly target their ships. The Speakers of the Dead have also invented a weapon called 'liquid fire', a sort of Greek fire.</p><p></p><p><strong>The Gongya An</strong></p><p>These Asian pirates are experts in the hunting of great sea beasts. They use huge harpoons, which also are useful weapons for tethering enemy ships. And they develop spikes that can be placed on the hull of a ship to ward off krakens. They also have an underwater sea monster alarm, that can be dragged behind the ship. This allows you to be aware of any sea monster nearby, even if you don't see it yet.</p><p></p><p><strong>The Oarsmen</strong></p><p>These dwarven pirates have specialized in underwater technology. Rather than digging mines, they dive for treasure. They build diving clocks, bathyspheres, submarines and diving suits.</p><p></p><p><strong>Cyr</strong></p><p>The powerful eastern Empire of Cyr has airships, and a gigantic fleet of normal ships. Their most dreaded weapon is the Cyrian Turtle Ship, a ship covered in armor, with a massive flamethrower at the front. The flamethrower can also fire a poisonous gas.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6781068, member: 6801286"] In my [URL="http://www.enworld.org/forum/showthread.php?473727-Pirates-of-the-Emerald-Coast-%283-5%29-continues"]3.5 pirate campaign[/URL], firearms have an important role. But each faction has some unique technologies, some of which the players can also acquire. [B]The Kooghans[/B] These dark skinned tribalistic pirates are experts in the production of firearms, and they also produce some of the biggest most powerful cannons in the setting. They also build mortars for on ships, and a device called a Thundercannon, which fires thunderstones at other ships. Their most notorious weapon however, is the Kooghan Siege Tower; a massive rolling armored tower with dozens of cannon mouths in all directions. [B]The Speakers of the Dead[/B] Since my campaign uses a bizarre mix of magic and firearms, I wondered in what creative ways magic could be used on board a pirate ship. The witch-pirates called The Speakers of the Dead, use a lot of necromancy in ship to ship combat. They have catapults that launch magical projectiles, that can reanimate the dead on the deck of an enemy ship. They also use devices called spell catchers, which absorb spells that directly target their ships. The Speakers of the Dead have also invented a weapon called 'liquid fire', a sort of Greek fire. [B]The Gongya An[/B] These Asian pirates are experts in the hunting of great sea beasts. They use huge harpoons, which also are useful weapons for tethering enemy ships. And they develop spikes that can be placed on the hull of a ship to ward off krakens. They also have an underwater sea monster alarm, that can be dragged behind the ship. This allows you to be aware of any sea monster nearby, even if you don't see it yet. [B]The Oarsmen[/B] These dwarven pirates have specialized in underwater technology. Rather than digging mines, they dive for treasure. They build diving clocks, bathyspheres, submarines and diving suits. [B]Cyr[/B] The powerful eastern Empire of Cyr has airships, and a gigantic fleet of normal ships. Their most dreaded weapon is the Cyrian Turtle Ship, a ship covered in armor, with a massive flamethrower at the front. The flamethrower can also fire a poisonous gas. [/QUOTE]
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