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What is YOUR pirate setting?
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<blockquote data-quote="The Cardinal" data-source="post: 1131353" data-attributes="member: 634"><p>So, with all this "talk like a pirate day" stuff going</p><p>on, what are YOUR takes on a pirate setting? Realistic</p><p>and historical? Fantasy pirates without cannons and</p><p>flintlocks? Space pirate? Or what?</p><p></p><p>Here's my take (for a mini-campaign)</p><p></p><p>Rains of Mana</p><p>It's 1702. 20 years ago a great comet appeared (Halley</p><p>will not publish his theory on this one until 1705) in</p><p>the skies – and the world changed: Maybe some ritual</p><p>worked better than planned (i.e. at all), maybe the</p><p>comet brought *something* with it, maybe someone</p><p>*failed* to perform an important ritual… Whatever it</p><p>was, it caused the level of mana, of magical energies,</p><p>on Earth to rise exponentially – with a devastating</p><p>side-effect: the enormous amounts of additional energy</p><p>flowing around the planet caused an enormous rise in</p><p>global temperatures, a kind of magical hothouse</p><p>effect that eventually melted the icecaps with a few years.</p><p>And that was not all.</p><p>While storms and floods drowned millions of people,</p><p>things – and people – *changed*: vulcanic and</p><p>earthquake activities rose to unknown proportions,</p><p>humans woke up one morning to learn that they had</p><p>turned into strange fairie creatures (dwarfs, elfs,</p><p>centaurs, trolls, ghouls, etc.), or that their petty</p><p>curses *worked*, in more exotic or remote areas of the</p><p>world whole cities, tribes, or nations, even seemed to</p><p>change *retroactively*, remembering a past of magic</p><p>and monsters that never happened (?), and in other</p><p>places men soon learned that some things and objects</p><p>of legend or fame suddenly had *real* powers…</p><p>Now, 20 years later, the age of piracy is still on the</p><p>rise: with London drowned, Spain is again a great (if</p><p>decadent) power, the death of the Netherlands created</p><p>thousands of dutch pirates, faraway China (or what the</p><p>floods have left of it) is haunted by ghosts and</p><p>strange monsters and has fallen into a permanent state</p><p>of civil war, jungles and forests have grown with</p><p>supernatural speed all over the globe, but the deserts</p><p>of the world are even more hot and deadly than before,</p><p>large sections of the Alps are controlled by fiercely</p><p>independent dwarfs, ghouls stalk the graveyards of</p><p>Algier and Alexandria, inner Asia now has bloodthirsty</p><p>tribes of centaurs, and the red indians of North</p><p>America now share the plains and forests with a</p><p>strange but hardy breed of humanoids commonly called</p><p>"orcs"… </p><p>System: GURPS, especially Swashbucklers, Magic Items</p><p>1-3, Fantasy Folk, Undead and Myth – advanced combat</p><p>system, martial fencing rules, knack magic and magery</p><p>available to PCs</p><p>PCs: 150-200 pts.most people are still human, but you</p><p>may also pick any fantasy race you want</p></blockquote><p></p>
[QUOTE="The Cardinal, post: 1131353, member: 634"] So, with all this "talk like a pirate day" stuff going on, what are YOUR takes on a pirate setting? Realistic and historical? Fantasy pirates without cannons and flintlocks? Space pirate? Or what? Here's my take (for a mini-campaign) Rains of Mana It's 1702. 20 years ago a great comet appeared (Halley will not publish his theory on this one until 1705) in the skies – and the world changed: Maybe some ritual worked better than planned (i.e. at all), maybe the comet brought *something* with it, maybe someone *failed* to perform an important ritual… Whatever it was, it caused the level of mana, of magical energies, on Earth to rise exponentially – with a devastating side-effect: the enormous amounts of additional energy flowing around the planet caused an enormous rise in global temperatures, a kind of magical hothouse effect that eventually melted the icecaps with a few years. And that was not all. While storms and floods drowned millions of people, things – and people – *changed*: vulcanic and earthquake activities rose to unknown proportions, humans woke up one morning to learn that they had turned into strange fairie creatures (dwarfs, elfs, centaurs, trolls, ghouls, etc.), or that their petty curses *worked*, in more exotic or remote areas of the world whole cities, tribes, or nations, even seemed to change *retroactively*, remembering a past of magic and monsters that never happened (?), and in other places men soon learned that some things and objects of legend or fame suddenly had *real* powers… Now, 20 years later, the age of piracy is still on the rise: with London drowned, Spain is again a great (if decadent) power, the death of the Netherlands created thousands of dutch pirates, faraway China (or what the floods have left of it) is haunted by ghosts and strange monsters and has fallen into a permanent state of civil war, jungles and forests have grown with supernatural speed all over the globe, but the deserts of the world are even more hot and deadly than before, large sections of the Alps are controlled by fiercely independent dwarfs, ghouls stalk the graveyards of Algier and Alexandria, inner Asia now has bloodthirsty tribes of centaurs, and the red indians of North America now share the plains and forests with a strange but hardy breed of humanoids commonly called "orcs"… System: GURPS, especially Swashbucklers, Magic Items 1-3, Fantasy Folk, Undead and Myth – advanced combat system, martial fencing rules, knack magic and magery available to PCs PCs: 150-200 pts.most people are still human, but you may also pick any fantasy race you want [/QUOTE]
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