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The Archives => Campaign Elements and Design (Archived) => Topic started by: Xathan on July 16, 2006, 09:47:08 PM

Title: Pirates: The Discussion
Post by: Xathan on July 16, 2006, 09:47:08 PM
Discuss Pirates here. :D

The current setting (Second Voyage) can be found at: The other blue X (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?31023.last)

To jump to where the Second Voyage discussion starts, take The hidden passage (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?9291.16)

The old setting (The Plundering) is located at: The X on the map. (http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?9289.0)
Title: Pirates: The Discussion
Post by: Poseptune on July 16, 2006, 10:13:50 PM
I would imagine that the Sea serpents and Kraken would be territorial. You could set up your map to show the areas that one would expect to find each of these creatures. Also they may live at different depths and only surface for air (Sea Serpents) or when food source gets scarce or moves. What is great about the oceans are that they are not only large, but very deep. Your ocean could support a variety  of massive sea beast. It all depends on the size of your ocean. Some sailors would see once a week, others once a year. I would say one, (maybe two) massive creature for every 10000 cubic miles (just a rough number picked at random I don't know if it is a good value. That would be a 100 miles by 100 miles that is 1 mile deep.).

You could always set up their territory and assume that their is enough space to support the creature, with a few being highly nomadic. Or a creatures migration take them into different areas of the ocean  while another creature is currently traveling toward the area it just left. This would allow the for different creatures in an area at different times of the year. For example during the spring months a Sea serpent can be found 20 miles off the coast of Isle Islandier, but during the fall a Plesiosaur is the dominant creature in those waters.

I would imagine that one or more of these massive creatures would follow the migratory patterns of certain whales (It finds them a delicacy)


Quote from: Xathan of many namesRochtag â,¬' Highly militaristic nation that in recent times almost conqured the Mainland in a great war that ended just forty years ago. The focus most of their colonial efforts in the Savage Lands, and have come to dominate the slave trade. They are one of the few nations to use slaves in their factories, and on the Continent no less.

Sounds familiar.... can't put my finger on it... *cough* Tirein *cough*. :P J/K It is scary how much of what you have wrote is similar to what I have been working on for my campaign setting, but there is a lot that is different as well. :)
Title: Pirates: The Discussion
Post by: Xathan on July 17, 2006, 01:27:01 AM
Quote from: Xathan of many namesRochtag â,¬' Highly militaristic nation that in recent times almost conquered the Mainland in a great war that ended just forty years ago. The focus most of their colonial efforts in the Savage Lands, and have come to dominate the slave trade. They are one of the few nations to use slaves in their factories, and on the Continent no less.

I didn't actually think of the similarities between Tirein and Rochtag. They are there, you're right, but I honestly got Rochtag from Germany, but making a Napoleonic figure from there and then putting in slaves. Still, there are similarities, an excellent point. I promise I didn't steal! Honest! You can trust me! :P
Title: Pirates: The Discussion
Post by: Poseptune on July 17, 2006, 02:26:13 PM
I know you probably didn't use Tirein as a base. It was just the first thing that came to mind after reading that.

Yeah you have to think 3 dimensionally when talking about the oceans. Them eating whales comes from the real life accounts of giant squids attacking sperm whales.

Are you going to incorporate a giant turtle/disappearing island?

Still waiting on more so I can comment further :)
Title: Pirates: The Discussion
Post by: Tybalt on July 17, 2006, 03:55:09 PM
I generally like this campaign; I think you've done a good job of translating that sense of things in the 16th to early 18th century era of sea trade and piracy rather well without  making it kind of cheesey and anachronistic as some have. Part of that is that you have quite deliberately not just set down that era's notion of pirates in the D&D medieval setting and actually created a sense of the various south seas.

I think btw that one element you might want to add about the Elves is that they might feel that those they are oppressing are benefitting from their enlightened rule and wise trade practices.
Title: Pirates: The Discussion
Post by: Poseptune on July 25, 2006, 04:53:13 PM
Psst. I can't see your invisible update. :P
Title: Pirates: The Discussion
Post by: Xathan on July 25, 2006, 05:04:45 PM
The Pirates update will be happening at some point...maybe not tonight, I have superheroish ideas. :-P

I know, I said I'd have an update today, but...I blame ElDo!

As a teaser, I'll let you know the update will contain history and more information on the Church and some more random islands.

Tubalt- I just noticed your post, sorry. Thanks, I'm glad you like. I agree with you on the Elves - that's something I definatly want to play up.

Title: Pirates: The Discussion
Post by: Poseptune on July 25, 2006, 05:09:58 PM
Quote from: Captain Xathan RedclawThe Pirates update will be happening at some point...maybe not tonight, I have superheroish ideas. :-P

I know, I said I'd have an update today, but...I blame ElDo!


I figured as much, but seeing as I don't have Mutants and Masterminds (though with all the praise I may have to look into it), so I won't be able to critque your superheroes setting as well as I can others and I didn't want you to forget about this setting. It is the first ocean going setting I have seen on these boards, its got me all tingly.
Title: Pirates: The Discussion
Post by: Xathan on July 25, 2006, 05:20:22 PM
don't worry, I haven't forgotten the oceanic goodness of Pirates. As for superheros, I won't be delving too much into the mechanics, because so far there is literally nothing I would change, and keep it mostly fluffy, which I'm sure you can comment on that. I hope you will, too - you're my most dedicated reviewer. :)
Title: Pirates: The Discussion
Post by: Poseptune on July 27, 2006, 08:23:57 AM
Are there still those who stand against the church on the mainland? Did all of the races/people who didn't want to listen get wiped out during the war?

Any kings planning on breaking from the church to start their own teachings?
Title: Pirates: The Discussion
Post by: Xathan on July 27, 2006, 06:33:58 PM
Yes, there are mainland resistance groups, consisting mainly of older religions that managed to stick around. Also, I'm considering that there are going to be break away religions, be they started by kings who want more power or individuals who honestly believe they have the total Truth. They would compete with the Church in the New World for converts.
Title: Pirates: The Discussion
Post by: Matt Larkin (author) on July 30, 2006, 04:01:35 PM
Nice ideas.  If you want your campaigns to be light-hearted, go with the cannibal-halflings.  If you want serious, I'd leave them out (even if you use human cannibals).  It's deliciously funny, but goofy enough that it will kill a serious mood.

I'd vote for East Indies Elves, slave orks, and no dwarves.
Title: Pirates: The Discussion
Post by: beejazz on July 30, 2006, 04:44:12 PM
When you mention
a)elves as East India Trading Co
b)gnomes don't happen
I wonder... why not reverse it?

Also... totem folk? Sounds like people made of wood (maybe they are... I'm just sayin'...)
Title: Pirates: The Discussion
Post by: CYMRO on July 30, 2006, 05:00:43 PM
Quote from: Phoenix KnightNice ideas.  If you want your campaigns to be light-hearted, go with the cannibal-halflings.  If you want serious, I'd leave them out (even if you use human cannibals).  It's deliciously funny, but goofy enough that it will kill a serious mood.


I don't know....
Remember them little undead buggers from The Mummy Returns?
Title: Pirates: The Discussion
Post by: ~Kalin~ on July 30, 2006, 10:01:17 PM
If you are careful about it i think it would be possible to have cannibal halflings, heck even undead cannibal halflings in a serious setting just as long as there is a good reason that they exist.
Title: Pirates: The Discussion
Post by: Xathan on July 31, 2006, 08:38:09 PM
@Pheonix - I think I can do creepy cannibal halflings, so I'm going to try. If they end up as nothing but comic relief, I'm fine with that too - nothing wrong with laughing as people the size of small children eat your flesh. :halo:

@Beejazz - I thought of a gnomish East India Co, but I already do evil captialist gnomes in Sooth, doing it again would get redundant and stupid.

CYMRO & Kalin - excellent points, both of you, which is why I will be using the halfing cannibals. :D
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 01:23:09 PM
ALL POSTS AFTER THIS POINT PRETAIN TO THE SECOND VOYAGE. EVERYTHING BEFORE IT TIES INTO THE OLD PIRATES SETTING.
Title: Pirates: The Discussion
Post by: Poseptune on May 29, 2007, 01:24:34 PM
Quote from: 18pxYAY!!![/size]
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 01:26:24 PM
Quote from: Poseidon
Quote from: 18pxYAY!!![/size]

Hehehe. :p

By the way, for Second Voyage, since everyone wanted it so badly, I really want to show you guys what you are interested in, so I really need to know what areas to elaborate on - otherwise, I'll just randomly update and possibly let this die again, which no-one wants, least of all me.
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 01:32:13 PM
Added a tentative race list. :)
Title: Pirates: The Discussion
Post by: Poseptune on May 29, 2007, 01:44:12 PM
What areas of the pirate world would you like to work on first? If you have an answer for that I could give you areas to elaborate on within this area. This way you stay interested. :)

Anything in this setting is interesting to me. I love the watery world, and this is one of the few settings that I know I can comment on in more than just a few areas.

For monsters, I still support/suggest what I said in the second post of this thread. :)

I will look over what you have in the other thread more later, I reaaaallly need to get back to work.
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 01:50:08 PM
Haha, fair enough. I do love all of my setting, though...I think the different contients are probably going to be elaborated upon first, as well as the three terrestrial seas. (I may have to increase the number). Any continent sound particularly interesting to you? I can do any except Dor'Shabbot, I still am not certian on some details for that area.

I definatley agree with your monsters idea. I'm going to be fleshing out some types of sea-serpents, since I decided that they are going to completely take the place of true dragons in pirates, and they're not going to be color coded (mainly because they ALL want to eat you equally.)
Title: Pirates: The Discussion
Post by: Poseptune on May 29, 2007, 02:02:30 PM
You're going to get me fired.

Quote from: Xathan, Actually Back This TimeHaha, fair enough. I do love all of my setting, though...I think the different contients are probably going to be elaborated upon first, as well as the three terrestrial seas. (I may have to increase the number). Any continent sound particularly interesting to you? I can do any except Dor'Shabbot, I still am not certian on some details for that area.

From the quick look, Benalic, the Savage Continent. Only cause I assume this is the place that holds the cannibalistic halflings of awsomeness.

Quote from: Xathan, Actually Back This TimeI definatley agree with your monsters idea. I'm going to be fleshing out some types of sea-serpents, since I decided that they are going to completely take the place of true dragons in pirates, and they're not going to be color coded (mainly because they ALL want to eat you equally.)

 I. LOVE. THIS. PARAGRAPH. I can't wait to see what comes next from your Dungeon and... I mean Ships and Serpents setting*. :)



(I know you said d20 not D&D, but I couldn't resist the joke :P )
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 02:19:41 PM
Quote from: PoseidonYou're going to get me fired.

From the quick look, Benalic, the Savage Continent. Only cause I assume this is the place that holds the cannibalistic halflings of awsomeness.
I. LOVE. THIS. PARAGRAPH. I can't wait to see what comes next from your Dungeon and... I mean Ships and Serpents setting*. :)



(I know you said d20 not D&D, but I couldn't resist the joke :P )
[/quote]

And I love calling the system Ships and Serpents. That's really, really awesome. :) I might have to use that as the finalized name for the system I'm building for Pirates, which is going to be d20 with new magic, equipment, monsters, and other fun mechanical goodies. I won't be posting anything mechanical for awhile, though - I want the setting done enough to play in before I let mechanics influence me. :P
Title: Pirates: The Discussion
Post by: Gwaihir Windlord on May 29, 2007, 02:22:49 PM
I could help with the ships.  I'm a sailing ship nerd, love those things and as such might be of assistance in that area.  A small starting point (no mechanics yet) could be:

Pinnace: Small, maneuverable ship.  Sticks mainly to the coast but can make open water voyages.  Probably kraken popcorn.

Sloop: The ship of choice for pirates, it is small, maneuverable and fast.

Brig: Larger than sloops, but slower and less maneuverable it is the smallest ship that can be considered capable of delivering a broadside.

Caravel: Used as a trading ship mostly, a huge vessel that can carry immense cargos but is slow, unwieldy, and doesn't carry as many guns as other ships of similar size.

Frigate: Military ship, fast, maneuverable and powerful.  Not as fast or maneuverable as the sloop, but a lot bigger and with more guns.

Galleons: The biggest ships afloat, these beasts can carry as many as 120 guns to a broadside, but have the speed and maneuverability only slightly better than a caravel.

How's that?  I got more.
Title: Pirates: The Discussion
Post by: Poseptune on May 29, 2007, 02:23:15 PM
Quote from: Xathan, Actually Back This TimeI won't be posting anything mechanical for awhile, though - I want the setting done enough to play in before I let mechanics influence me. :P


That's not a bad idea. The mechanics would probably fit the flavor of the setting/system better than trying to shoe horn in flavor to fit mechanics. :)
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 02:30:22 PM
@Gwaihir Windlord - It's actually really helpfull. I'm currently working on some more fantasy ships for Pirates, but I really need to know more about basic, real world ships, because my knowledge of them is minimal. (it pretty much all comes from the d20 Past book at this point.) Anything more you could share would be of huge help. :)

@Posideon - I agree fully. Mechanics can be more burdensome then liberating, and that's part of what killed Pirates first incarnation.
Title: Pirates: The Discussion
Post by: beejazz on May 29, 2007, 03:19:05 PM
I can always help with mechanics. I use a modded version of D20 myself... I can help you port rules for downplaying armor, bringing in guns, etc. if you like.

You're on your own for core classes, though... If I were you, I'd consider Iron Heroes.
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 03:23:07 PM
Yeah, I'll definately let you know when I get to mechanics. :)

Right now, though, I'm more curious about what people think about what's posted so far? Likes? Dislikes? Questions?
Title: Pirates: The Discussion
Post by: beejazz on May 29, 2007, 03:35:51 PM
Love the general ideas. I'd love to see them fleshed-out. I like the idea of "magery" being downplayed, but magic still being around.
Title: Pirates: The Discussion
Post by: Xathan on May 29, 2007, 03:40:03 PM
Quote from: beejazzLove the general ideas. I'd love to see them fleshed-out. I like the idea of "magery" being downplayed, but magic still being around.

Glad you like. I hope to flesh out a lot in the next few days - I'm posting it as fast as I type it.

Thanks. :) I've always wondered why you had to have mages whenever you had alot of magic, so I decided to cut out mages and make magic something more fitting to a naval setting.
Title: Pirates: The Discussion
Post by: Poseptune on May 29, 2007, 03:59:14 PM
Well since I can't actually work, when I'm suppose to, I will look over the setting a little more.

Quote from: Oediam, Court of Empires.Pirates are often idealized and even hero-worshipped as slaves because of this behavior, but the pirates, many of whom are from Oediam, do not save them out of altruism or for virtue, but rather because of the benefit

Is that suppose to be "by slaves"?

Ideas for names of the Pirate Court:
The Seasoned Crew (The crew part could replace the Court. The first word could be anything. Like the name of the first pirate. The first pirate's ships name)
Serpent's Ship

Names for Pirate Lord:
Kraken's Tenticle (Arm)
Serpent Lords
Serpant Fangs
Something along those lines.



The vegetarian orcs strike me as odd. Not bad, just odd. I will reserve comment on these when I see more.

Are the Ogres part of a species? I see you've listed them in the savage continent, but I don't see them in the species list.

I'm a little suprised to see Dwarves on your list, given you don't like them that much.



Title: Pirates: The Discussion
Post by: Gwaihir Windlord on May 29, 2007, 04:02:16 PM
I like the whole idea.  I've been wanting to play a pirate game for a long time, and even DMed on once but it wasn't nearly as full as I would have liked it to be.

As for the ships, those are the basic "classes" or types of ships.  Some subtypes are:

(for the sloop)
Sloop of War: as the name suggests, a sloop of war is a military ship, bigger and faster than a sloop but not quite as maneuverable.
Royal Sloop: About the same size as a sloop of war, but more maneuverable and faster.  These are the perfect pirate ships.

{for the brig}
For the brig we've got the brig of war and royal brig, which are to the brig what the sloop of war and royal sloop are to the sloop.

There are military versions of almost ever ship type (pinnaces the notable exception, they are not big or fast enough to serve).  Military version tend to be bigger and faster, and the smaller ships are more maneuverable than their civilian counterparts.  Galleons are only military ships, they cannot be purchased by civilians, at least not legally.

On a different tack, what I did for magic in my game was clerics and navigators.  Clerics were walking band-aids, and couldn't really fight (a throwback to 1e), and navigators magic was very weather-oriented, and a ship with a good navigator very rarely got caught by bad weather as the navigator could either predict or alter the weather.
Title: Pirates: The Discussion
Post by: Stargate525 on May 29, 2007, 05:02:10 PM
PIRATES!

I will be reviewing this with the soundtrack playing, in commemoration of its awesomeness.


I never saw the first setting, so I'm going on a new slate here. I love the theme.

The New World, I'm assuming, is the Caribbean? I'm curious to see the orcs and the halflings fledged out some more, as it seems you've taken a different approach to them, like I did in Dilandri.

I just noticed how the continents are backwards from their counterparts in the real world, and that's cool, if a bit confusing without a map.

In the Oediam you say "Pirates are often idealized and even hero-worshipped as slaves because of this behavior," I assume you mean 'hero-worshiped BY slaves.'

I like your description of the continent, and the first look at the pirates. As for renaming the Court and the Title, I'd call it the Council, and have the title be Admiral. I'm curious as to why slave ships are carrying 'vast amounts of money.' Logically, they'd be filled to the brim with slaves, and leave the gold to a treasure ship. Unless there's something I'm missing.

Benalic. I like. The first paragraph demands desperate rewording, as it's a bit of a tangled mess right now. I like that you've taken from Dominic Deegan concerning the orcs, a nice touch. I'm curious as to why the slaves haven't attempted any sort of ship wide revolt yet. Maybe they have, but you just haven't mentioned it. So Ogres are a viable, playable species? Interesting take, I'd like to see their culture fleshed out, as well as this powerful magics of which you speak.

Drakan sounds like Scandinavia/Russia. I like it; not many people use influence from there. I notice that your world still believes in a flat earth. Is this because the earth is actually flat, or simply pre-modern thinking? The Dwarves made me grin. Klingon/Viking midgets for the win! I'm curious if the pirates in the area use those colors as a type of easier currency. I'm also curious how the authorities can verify that the flag came from a sunken ship and not from the cloth scraps of the ship's sailmaker. Tsputir sounds like Russia to me. I can't wait to see more of this nation.

And... That's all? Man, I got off easy. I thought this was going to be a big review.
Title: Pirates: The Discussion
Post by: Poseptune on May 29, 2007, 05:24:08 PM
now I see why dwarves are in your setting. They are get out of jail free cards. :P
Title: Pirates: The Discussion
Post by: beejazz on May 30, 2007, 12:28:41 AM
You know what I just thought of? Not Pirates of the Carribean, but Pirates of Darkwater... you remember that cartoon? Anyway, monkeybirds should sooo be a playable race.
Title: Pirates: The Discussion
Post by: Gwaihir Windlord on May 30, 2007, 12:58:33 PM
HA!  I remember that show!  Amazing.  And you're right.  If not a playable race, then definitely a "monster" race.
Title: Pirates: The Discussion
Post by: beejazz on May 31, 2007, 12:26:21 AM
Oh, and I'm a little wtfed by the fantasy races. The cannibalistic halflings I can kinda see... you might want to change the name to "pygmies" or something else even for them.

Otherwise, Tolkien's/Vance's/DnD's brand of fantasy doesn't strike me as belonging in pirate waters.
Title: Pirates: The Discussion
Post by: Gwaihir Windlord on May 31, 2007, 01:37:30 PM
Why?
Title: Pirates: The Discussion
Post by: Xathan on June 19, 2007, 03:03:22 PM
Quote from: PoseidonWell since I can't actually work, when I'm suppose to, I will look over the setting a little more.

Quote from: Gwaihir WindlordI like the whole idea.  I've been wanting to play a pirate game for a long time, and even DMed on once but it wasn't nearly as full as I would have liked it to be.

As for the ships, those are the basic "classes" or types of ships.  Some subtypes are:

(for the sloop)
Sloop of War: as the name suggests, a sloop of war is a military ship, bigger and faster than a sloop but not quite as maneuverable.
Royal Sloop: About the same size as a sloop of war, but more maneuverable and faster.  These are the perfect pirate ships.

{for the brig}
For the brig we've got the brig of war and royal brig, which are to the brig what the sloop of war and royal sloop are to the sloop.

There are military versions of almost ever ship type (pinnaces the notable exception, they are not big or fast enough to serve).  Military version tend to be bigger and faster, and the smaller ships are more maneuverable than their civilian counterparts.  Galleons are only military ships, they cannot be purchased by civilians, at least not legally.

On a different tack, what I did for magic in my game was clerics and navigators.  Clerics were walking band-aids, and couldn't really fight (a throwback to 1e), and navigators magic was very weather-oriented, and a ship with a good navigator very rarely got caught by bad weather as the navigator could either predict or alter the weather.

Thanks for the information - that's a huge help! Question - what would be faster, a sloop or a brig?

I'm going to be making magic very, very different. I'm not entirely sure how I'm going to do it quite yet, but I don't think there are going to be anyone with powerful healing magics - healing rituals will take extensive time, but will accelerate the pace of healing to being something approaching modern medicine - at least for physical injuries. Diseases are fare more dangerous (mainly because no one's figured out that diseases are small living organisms yet, so the same magics that help someone heal also strengthen bacteria and viruses.) There are going to be weather/navigation oriented classes, mainly working for a guild, with some rouge groups serving pirates, and these people will be hugely sought after. Pirates often consider these casters as plunder, and killing one is a huge offense.

Quote from: BeejazzOh, and I'm a little wtfed by the fantasy races. The cannibalistic halflings I can kinda see... you might want to change the name to "pygmies" or something else even for them.

Otherwise, Tolkien's/Vance's/DnD's brand of fantasy doesn't strike me as belonging in pirate waters.

I do agree that Vancian fantasy, especially magic, definitely doesn't belong in a pirate setting, but I'm giving the Tolgax races a new treatment for pirates - I'm in no way using the old stereotypes. (Kamoti will really flesh this out.) I understand your hesitation, but I think if done right, it will be very interesting. :)
Title: Pirates: The Discussion
Post by: Poseptune on June 19, 2007, 03:21:50 PM
Quote from: XatahnMy dislike of dwarves comes mainly from the Tolkien stereotype of the short, tradition oriented miners. However, make them into short Vikings with a similar pantheon, and I'm 100% for dwarves being get out of free jail cards.

There fixed that for you. :P


Eh I wanted to say just YAY, but I felt that it needed more so I added the above.
Title: Pirates: The Discussion
Post by: Xathan on June 19, 2007, 04:04:27 PM
hehehe. :) I hopefully will have a big update soon, but I have another project (read - projects) that are taking up time as well.
Title: Pirates: The Discussion
Post by: Matt Larkin (author) on June 26, 2007, 04:12:05 PM
Definitely love your statement of purpose, and the way you explain low magic - couldn't have put that better.

What are Vadylik?  They've been coming soon for long enough ;)

Do you have map (even a rough sketch) you can scan to give us an idea of the layout.  I find it much easier to visual a place with a picture.

Have you considered that a fantasy version of the real Caribbean might work very well for you (or maybe that's too much like the movie, now).

I do not think you need a new name for Pirate Court, but yeah I wouldn't use that and "Pirate Lord."  Maybe you could come up with a set of pirate rankings?

Scallywag, Sea Dog, Brine Mate, Captain, and...I'm not real up any others right now...Maybe some kind of reference to sea monsters (krakens?), treasure, Davy Jones :), or the like?  You see a kind of interesting ranking system in the guilds of Elder Scrolls: Oblivion (mainly the Thieves Guild, here).
Title: Pirates: The Discussion
Post by: Stargate525 on June 26, 2007, 07:09:11 PM
Quote from: Phoenix KnightScallywag, Sea Dog, Brine Mate, Captain, and...I'm not real up any others right now...Maybe some kind of reference to sea monsters (krakens?), treasure, Davy Jones :), or the like?  You see a kind of interesting ranking system in the guilds of Elder Scrolls: Oblivion (mainly the Thieves Guild, here).
Nah, go back to the house rankings from morrowind, those are much more creative.
Title: Pirates: The Discussion
Post by: Matt Larkin (author) on June 27, 2007, 07:59:07 AM
Never played it.  But I wasn't so much suggested copying the actual rankings, anyway, as the idea of having made-up rankings based on the nature of the profession.
Title: Pirates: The Discussion
Post by: Endless_Helix on June 28, 2007, 09:29:25 PM
This setting looks like someone dropped a plate of awesomeness into a pot of boiling xtreme. When I saw Pirates had a second Voyage, I just about had a heart attack.

Some Ideas
-If you want to disregard the Vancian system, I would suggest using some variant of pact magic (Tome of Magic for a d20 system and a place to start). If you want to avoid d20 all together, I'd ask someone else :P I don't think any of the systems I know would be suitable for this setting. Flavor-wise, I'd look at some of Crowley's Golden Dawn stuff.

-I would actually avoid cannibal halflings, if only because "wild" haliflings are kind of cliched right now (Dark Sun, Eberron), and primarily because I've always seen them as a more civilized sort of character, a trickter more than a hunter or a barbarian. I would suggest Mindflayers as a suitable replacement, and for a bit more a frightning prescence. The natives really will eat your brains right out of your skulls (although, they're not unreasonable; they probably won't eat your eyes).

-It would be kind of interesting to have a halfling empire, in the far east, perhaps have them begin to be exploring outward, as a China/Japan/India equivlent. You could do some very, very nasty stuff with Just level 2 halfling fighters if you're using d20. This suggestion is primarily because I have always wanted an excuse to field my fully statted halfling pirate ship :P

-The Dwarves are awesome. This needed to be said.

-Since youre shying away from a high mortal magic setting, perhaps you could look at the bring in the more aquatic fey (which are always, always, always underused in my opinion. Also perhaps some of the Greek monsters of myth would be appropriate. Echidna (Or some adaption there of) would make a great devil figure.
Title: Pirates: The Discussion
Post by: Seraph on July 31, 2007, 01:39:54 AM
I hate to jump on the bandwagon, but YAY!  This is very delayed, but Pirates is awesome.  I like it.  I personally do not have a problem with cannibal halflings, but all races should be fleshed out.  I would like to see updates to the awesomeness.

Now that I think of it, my own setting Avayevnon is supposed to include Piracy, though I haven't spent much time on that aspect as of yet.  That's something I need to do.
Title: Pirates: The Discussion
Post by: Gwaihir Windlord on August 04, 2007, 01:15:43 PM
Quote from: Xathan, Actually Back This TimeThanks for the information - that's a huge help! Question - what would be faster, a sloop or a brig?


Sorry I've been gone for so long.

Sloops are both faster and more maneuverable than a brig, usually.  A brig can put out more canvas, so with the wind astern of the two ships, and both at full sail the brig will have a higher top speed, but the cruising speed of the sloop is respectably faster than that of the brig.
Title: Pirates: The Discussion
Post by: Seraph on August 04, 2007, 03:08:43 PM
Ok, I've glanced over a bit more, and I would like to see Religion and the Seas Beyond the Edge.  "The Seas Beyond the Edge" sound very intriguing to me.  Are they a sort of pirate's afterlife?  Are there calm seas that are sort of like heaven and turbulent seas full of sharp craggy rock to serve as hell?  Would Davy Jones happen to be this world's psychopomp? :-p
But this is something I would very much like to see.