Showing posts with label pirates. Show all posts
Showing posts with label pirates. Show all posts

Monday, April 17, 2017

Ages of Lingusia: The Western Nakamura Isles and Mataclan

Amidst all the other stuff going on I am working on a "West Indies" themed campaign focusing on piracy, exploration and the troubles of cultural conflict and exploitation, but all fantasy D&D style. I ran a campaign in this setting in the early nineties, but after all these years am now revisiting the concept with a bit of a reboot....here's the initial premise:


Mataclan and the Western Nakamura Isles Guide

In 1,958 AW the explorer Gortham Dann Malik, great grandfather to the knight Margda Dann Malik, traveled with the Octzellan Royal Vessel  “Enki’s Grace” across the Endless Ocean and returned three years later, laden with loot, prisoners of a foreign land, word of endless islands filled with plenty and tales of daring adventure.

Malik’s exploration revealed that there was a continuation of the Nakamura Isles, which ran along the western coast of the Middle Kingdoms before stretching out to sea, and that by following the isles he discovered a safe passage across the notoriously violent Endless Ocean which, after nearly a month of travel, opened up to a vast western land of islands and an unknown mainland which he only glimpsed. The people of these Western Nakamura Isles as he dubbed them were distantly related to the eastern Nakamurans known to the Middle Kingdoms of Lingusia on the Isle of Porondor and the westernmost island of the Isle of the Watching Gods. Indeed, the easternmost island of the new lands included its own Isle of Watching Gods as well looking eastward to where distant lands lay.

The first decade after Malik’s return to home was a brief but intense period of exploration and discovery as the major powers of the Middle Kingdoms sought to establish colonies. Within fifty years all major presences in the east had staked their claims in the Western Nakamura Isles, and investigation and invasion of the mainland had begun. The colonials almost immediately came to clash with the indigenous kingdoms, including Natukan, Talay, Haxitol, Hixatec and Hochimec. Eastward, in the region dubbed Paneurika, the barren deserts and rough landscape proved less inviting but also easier to lay claim to. The local populations, especially the Hohotone, Shaote and Kuhuyak were more welcoming of the foreigners, at least initially.

Despite their lack of metallurgy beyond basic decorative jewelry, the locals were nonetheless prone to extremely sophisticated sorcery, and seemed to worship gods, especially in Mataclan, which were demonic or even chaotic in the eyes of the colonials. The War of the Dark Pharaoh was fresh in the minds of many, and a large number of colonial settlers were soldiers who fought in that war, so the western beliefs seemed especially heretical. This did not bode well for future relations, but at least initially most religious conflict was initiated by efforts to proselytize and convert the local heathens to the cults of the Middle-Kingdoms.


By 2,011 AW the colonies had a full two generations of citizens growing up and were feeling their own sense of independence. In 2,015 the privateer Emandre Dolvanisk of Octzel liberated the colony of Vorga on Isle Seuse, at least partially using indentured natives as a military force, promising freedom for all in exchange for their loyalty to the man. Emandre was a spry 25 when the year of bloodshed commenced, leading the the swathe of isles known as the Free Colonies. Ironically, their precarious strategic position along the Mataclan coast made them less desirable to the eastern powers, and both Octzel and Hyrkania gave up attempts to rein the isles in after a few years. Today Emandre still rules at age 104, but he looks barely a day over fifty. It is claimed that he discovered a Fountain of Youth somewhere in the mountains of Seuse Island and has benefitted from it ever since. His piratical colony is known for welcoming all, abstaining from slavery, and having no real rule of law otherwise.

The destablilization caused by the emergence of the Free Colonies led the other colonies to scramble to protect and hold their own interests between 2,020 AW and 2,050 AW a dozen skirmishes and wars were fought locally, as each side funneled more ships and resources to protect the productivity of the colonies while insuring no holdings were lost. As the presence of the eastern powers grew, so to did attention to the mainland. Many coastal colonies had fallen in Mataclan, but Hyrkania pushed to add enormous resources and manpower to hold on to Usyllyses and Hyvarik. By 2,085 a colony was founded at Port Patraeus in the northern Hochimec lands, and apparently this was too much for the indigenous kingdoms. Hixatec announced that the foreigners had been identified by their principle civic deity and lord of change, Tezcatlipoca the Smoking Mirror, had spoken to the priesthood and revealed that the foreigners were destined to destroy the Mataclani if they were not sacrificed to the gods and  driven out of the lands of the Sixth World. Within weeks, a war had begun as the other kingdoms rallied around this message driven by the Hixatec king, Seven Blades.

Seven Blades, uniting the Mataclani chiefdoms, initially burned several of the outposts founded by the Hyrkanians and Octzellans, and as of  2,087 had great success, including occupying Hyvarik. Most of the coastal colonists retreated to the isle of Usyllyses where they held strong, and Port Patraeus stood only through luck, as several Hochimec tribes who despised the Hixatec for their cruelty stood with the foreigners in their defense, and the armies fought to a standstill.

Through all this back home the empire underwent a civil war, the War of Strife, as the southern Betrayer King Makhorven was at last defeated and his heretical forces cast down. This kept the empire busy for five years, a long period in which no help was forthcoming to the remote colonies. Now in 2,092 AW Emperor Patraeus has called upon freedmen, those who wish to earn their keep, mercenaries, privateers and explorers to head west once more to protect the colonies and forge a new destiny in the name of the emperor. His motivations are driven by the heresy of the southern Divinate, which deployed demons on the battlefields against the empire to great effect. The known worship of the perceived demon gods in the region of Mataclan is now identified as heresy of the worst kind, and the emperor has effectively declared a new crusade against the Mataclani, to wipe out heresy everywhere, in every form.


Even as the emperor sends forth crusaders, mercnearies, privateers and explorers in the name of Hyrkania to conquer Mataclan, Seven Blades rallies the Hixatec empire, subjugating the Talay and the Haxitol to his will as he prepares to sacrifice all of the eastern invaders to Tezcatlipoca, sending their doomed souls to the underworld of Mictlantecuhtli. 


Tuesday, April 4, 2017

DMs Guild Cool Finds: The Buccaneer's Bestiary and Blackpowder Pirates

First go here on dmsguild.com, then download The Buccaneer's Bestiary from Aaron "quickleaf" Infante-Levy. It's a PWYW product so pay nothing. Then, after getting it, marvel at one of the best free sourcebooks on DMsguild.com and go back and pay this guy some money because we need more cool books like this!


The Buccaneer's Bestiary provides a DM with a wealth of impressive content, including dozens of amazing encounter and event charts, a wealth of thematic foes, and so many cool ideas that it's impossible not to feel inspired by this book. The setting is "Dark Caribbean" with the idea being you can meld D&D elements with a grim and fantastical version of the piratical Caribbean, and this book really pulls it off. Even if you don't go for a quasi historical setting, the BB will provide plenty of material for forging your own fantasy piracy campaign of choice. I'm already plotting how to use this in my ongoing D&D Lingusia setting, which has a "Age of Exploration" period this book would compliment perfectly.


When you're done marveling at the resource above, take a look at the equally impressive PWYW tome called Blackpowder Pirates, a tome written by David Adams which happens to be an excellent player's resource for the kind of campaigns that The Buccaneer's Bestiary evokes. The sourcebook includes a buccaneer archetype for fighters, a dread pirate option for gunslingers (the Gunslinger is also a good addition, by the way), freebooter rogues, and warlocks with the Pact of the Compass (yes, it might sound a tad familiar to you).

If you're looking for some seafaring piracy in your D&D 5E games, and you want some excellent resources to make it happen, download these books and get to it!


Friday, August 12, 2016

Lingusia-The Age of Strife: The Lord of the North Sea Pirates for 13th Age


Lord of the North Sea Pirates
Group Alignment: neutral evil
Leader: Captain Draskos
Headquarters: Draskos sails on the “Merry Dog,” a great galleon armed with dwarven cannonshot.

   The so-called North Sea Pirates are actually an informal coalition of senior captains and scurvy dogs of vile repute, who earned their fame and fortune by plundering the sea lanes of the Middle Kingdoms, either for the realms, or against. There are believed to be two dozen such captains, all in league with one another in their solemn “code of the north.” They recognize one among them, Abelman Draskos, as their nominal leader.

   In the region of Octzel the North Sea Pirates have a special relationship, for over two-thirds of their lineage descend from the kingdom and still recognize it as their nominal homeland. Furthermore, many of them, such as Captain Draskos, have sworn fealty to the kingdom and pursue treacherous piracy in Hyrkanian of Jhaknian seas on behalf of Octzel as privateers. As a result, it is very likely that roving adventurers who get involved with famous, independent-minded captains might in fact be dealing with members of the North Sea Pirates.
  
   When meeting a pirate, especially in the North Sea (along the northwest coast of Autrengard and the Northern Wilderness) or the Baldaric Sea (from Hyrkania’s shores to Zarn and Hettanar) there is a reasonable (20%) chance he or she swears fealty to this order of salty northern sea dogs.

Captain Abelman Draskos (Human Level 7 rogue, NE). Draskos is a scurvy dog, a worshipper of Set and Haro, and consorts with the Black Society (through he, in fact, is not in any known way supernatural). He is a principal supplier of the Pirate Coves in the Northern wilderness coastlands, and knows more about the coasts of the northern Baldaric and Endless Ocean on up to Autrengard than anyone. He is a daring, chivalrous sort of fellow, until you get to know him real well or find yourself on the opposite side of a conflict. Spend too much time with him and you will see a drunken madman armed with dwarven pistols and explosives.
   Draskos maintains a manor house and small amount of land in which his wife, Lady Estrela
Huvirian-Draskos resides (Human Level 7 sorceress, CE), just north of capitol Octzel. She was a famous pirate who wooed him into marriage and retired after a conflict with Hyrkanian bounty hunters left her crippled. Her reputation preceded her, and the Curatorium of Hella refused aid. She is a minor practitioner of divination and necromancy through the worship of Set.


Captain Abelman Draskos
Level 7 human (offensive skirmisher)
Initiative +14
AC 23 MD 17 PD 21 HP 230
Melee Cutlass +12 vs. AC; 30 damage and on a 16+ on the attack die Draskos can force the target to make a DC 20 Dexterity check or fall prone.
Ranged Brace of Pistols +13 vs. AC; 25 damage; on even attack Draskos makes a second pistol attack.
Explosives +11 vs. PD of targets nearby (close range); each target sustains 30 damage and is knocked prone on a 16+ attack roll.
Entourage Abelman is rarely alone, and usually accompanied by at least half a dozen sea dogs of level 5, or more.


Lady Estrela Huvirian-Draskos
Level 7 human sorceress (defensive damager)
Initiative +13
AC 22 MD 22 PD 16 HP 200
Melee Burning Claw +13 vs. PD; 50 necrotic damage and on a 16+ the target is weakened, taking -4 on further MD attacks (11+ save ends); while weakened Estrela gains +2 to her MD.
Shield of Wolves On escalation die 2+ Estrela can summon a horde of spirit wolves to surround her in an ectoplasmic field of force. It has MD and PD 17 and can absorb up to 300 points of magical damage before collapsing. Once collapsed she must rest before summoning it again.
Aura Horde of Hummingbirds anyone entering or starting their turn in the aura of a horde of fiendish ghost hummingbirds is subject to a +13 vs. MD attack or they take 30 psychic damage and are teleported 30 feet up in to the air as the hummingbirds lift them away. Falling damage would be 17 from that height.
Divination Estrela can perform complex rituals to divine an aspect of fortune or love in the near future. In combat, any time she rolls a 2 on a D20, Estrela can grant an ally a +2 luck bonus to the next D20 roll if they are within hearing range of her.

Plot Hooks:
1.      Draskos and several allies have found a passage through the western expanse of the Endless Ocean to the distant isles of Mataclan. They have heard the stories of these western lands across the sea, and now that the endless storms of the god Ravanos have revealed a safe passage he wants to find hardy souls to engage in distant plunder.
2.      Draskos and his wife Estrela are in trouble. A Hyrkanian pirate hunter piloted by Captain Aldros Daremak is seeking them out, and he has conspired with assassins of the Order of the White Spear, a cult from Jhakn, to hunt the pirate and his wife down at their estates. The Fire Knives, who are the cult of the Order of the gof of Murder (Haro) have gotten wind of this…they feel they cannot oppose their southern kin, but loyalists to Draskos hire the PCs to intervene on their behalf and stop the White Spears.

3.      Draskos has many hidden treasures on the northern coast. Recently a thief broke in to his cabin on the Salty Dog and stole his chest containing the maps and clues to several of his hidden treasure spots. He may approach the PCs, if they have a reputation for such (and honor to match) to seek out the thief and return his box of maps. Alternatively, the thief will seek them out and offer to sell it, realizing that the potential gain of such treasure is outweighed by the Lord of the North Sea Pirates desiring his immediate death…

Thursday, July 28, 2016

The Savage Seas of 1718 Campaign - Player's Guide


Notes on the Savage Piracy Campaign (in the rough)

For this campaign we're using the Explorer's Rules with the Pirates of the Spanish Main as the baseline. Rather than remove Guts I am letting it remain a skill per PotSP but it will automatically equal Spirit, so no points need be added.

For SW Horror Companion everyone can use any of the new edges and hindrances listed. Some of the racial options are permitted with the caveat that you are probably unique and/or very rare and hidden among men....this is the "real world" of the Spanish Main so monsters walk hidden among men, and exposing oneself to the public as a monster leads to a mob of peasants hunting you down with fire and pitchforks. 

That said....I would prefer if the party were 95% human, but if someone wants to entertain a nonhuman choice, here's the races I'll allow, with notes, include:

Angel: the only angel on record is possibly Joan of Arc, but if a player comes up with an amazing reason why an angel would be pirating I'll at least listen to it before shooting it down.

Demon - in the Spanish Main having a demonic element means you are one of the following:
1. possessed or haunted by a christian or pagan spirit
2. a changeling of some hideous sort
3. possessed by a vodoun loa

Dhampyr: perfectly permissable but remember its really sunny in the Caribbean. Vampire sire would either be old world (European in origin) or new world (Mayan/Aztec in origin)

Patchwork Man: I love the idea so if someone can think of a suitable backstory to suggest why your pirate is a patchwork golem in 1700 I'll consider it.

Phantom: conceptually sound but may require some thought on how you will interact the the world and your party. Not probably a good choice for a setting with an emphasis on swashbuckling.

Werewolf: great idea and thematically fits well with piracy, but such a pirate may need to take special efforts to handle his lunar transformations when out at sea....

Zombie: perfect choice for those willing to work with the severe limitations!


On Cultural Backgrounds:

You'll want to pick your homeland, but make sure everyone speaks a common dialect. England, Spain, Portugal, France and elsewhere are all advisable. The Colonies is also cool. Want to be a rogue Amerind who's pirating? Sure, why not. Keep in mind in this time period England and Spain have a great deal of animosity, and for campaign purposes the Spaniards are Real Bastards. 

On the Timeline

The actual frame of time for the campaign is April, 1718. Blackbeard is contemplating retirement from his short but fierce career. Other contemporary (living) pirates are numerous but this time period between 1718 and 1722 was when most of them eventually run in to their ugly fates, a perfect time to both meet some of them while allowing your intrepid crew to become the next vile pirate legend! In 1718 you might have met or had connections to Anne Bonney and Mary Read serving under Calico Jack, Bartholomey Roberts (who's career is just taking off), and Stede Bonnet.

Henry Morgan has been dead 30 years and his grave lost after a mysterious earthquake swallowed up the cemetery where he was buried in Kingston Harbor, Jamaica just four years after his death.

Starting Location: Nassau

The adventurers are all in the pirate haven of Nassau when the campaign opens up. Nassau is currently a lawless port without even a governor, a safe harbor for pirates and buccaneers. This is about to change, but for at least a few months life is still good in the beloved freeport....

Tuesday, November 11, 2014

The GURPS Repository plus: Post-Apocalypse vs. Pirates?

Despite my bouncing back and forth on the idea last week, GURPS is not only not "off the table" for my next planned campaign, it's looking like it will be the top dog in this coming race. My Saturday group will be returning to 13th Age....but I plan to indoctrinate the Wednesday gang in GURPS! Just gotta settle on a genre and setting now...

Anyway, while searching for GURPS resources and blogs online I discovered the GURPS Repository. This is a pretty cool resource....312 monster entries, 60 racial templates and more make for a very useful resource. My GURPS games are probably going to lean either post-apocalyptic or pirate historical (verdict is still pending) but this site still has a lot to offer a GURPS GM.


VS.


But wait.....why choose?!?!? Just....do....POST-APOCALYPTIC PIRATES!