Baron Mordo
Virgin
- Joined
- Jan 8, 2006
- Posts
- 16
Just wondering if people would be interested in starting up a nautical thread. I'm new to the board but not role-playing. I plan to make this eventual thread open to all people on the board, and I am also very willing to listen to well thought out arguement on where it should go if it does get off the ground.
Here are my thoughts:
In a place different from earth there is a world that is close to two-thirds covered in water. The majority of the people and action in the thread will take place in an area of numerous (I can only guess how many so far) islands with one large land mass nearby. But even the largest land mass would only take 3 days at the most to ride across on a fast horse. For the most part the action will be taking place on ships, which I'm hoping people in the thread will either control or be part of another's vessel.
Magic: it does work here, but no god like magic users in this one (except for some maybe tough at most bad/good guys later on). A simple rule I used in days past role-playing is useful here. If it is fire, regardless of how it started, a bucket of water will put it out.
Technology: I was thinking the heyday of piracy in the Caribbean myself. So that means wind power, gun powder, and cannons are the height of technological prowess at this time as far as ships are concerned. But, magic does exsist at this time, but it doesn't seem to affect technological things as well as natural things. Thus, someone could carry a flintlock pistol and magic sword, but not a magic flintlock.
Genders: Both are fine and sail the ocean on equal terms. Afterall, women can be just as tough and mean as any man if wish to be.
Races: I think the usual grab bag of fantasy races will work in this one but let's be sensible folks. Giants can't exactly fit a on ship, and I'm pretty sure dwarfs wouldn't be thrilled either being in the middle of the ocean all the time.
Nationalities or Groups: I was thinking of having four major groups in this game but others can be made over time:
Freebooters: A group of loosely affiliated islands and ship captains who look out for one another and do whatever happens to strike their fancy. Captains in this group tend to be free-spirited and very good sailors.
Pirate Cabal: A group of islands commanded by the five most successful pirates to sail the seas among the islands. Captains of this group tend to be tough, cruel, excellent fighters and very, very wary since the cabal erupts into inter group warfare almost as often as it falls into open warfare with the Kingdom.
Kingdom of Rockwall: The largest landmass also happens to have impressive cliffs circling the island that protect quite a bit of it from deprivation by the other groups. The King of the island lives in a castle above the port of Last Rest (the place where the first king's ship landed). The port in surronded by a strong wall and fortifications but it can and has been breached in times past. Captains of the Kingdom can either sail for the king's fleet of pirate hunters or as a Freesailor, allowed to do as they please until the kingdom is threatened and they then must serve in the fleet. People in this nations fleet tend to be disciplined, smart (sailing school), well provisioned and proud.
Independents or The Lost: People without a home, or have at best small island to themselves. They are looked down upon by the others as nothing better than fools or garbage. Captains of this group are very very tough, and independent. They tend to do what must be done to survive including selling their services to the others at times to make ends meet.
Ships:
Anything from the time period this will be set in, but it must be sensible. An Independent will not have a Ship of the Line due to the cost and crewing needs. Nor would a Freebooter would likely use a Pirate Corsair unless they won it in a fight or a game of chance. Just keep in mind that the number of crew will play a role in whether someone would fight you or not.
Thats it for the background on the place, I will put up my character in the next post.
Here are my thoughts:
In a place different from earth there is a world that is close to two-thirds covered in water. The majority of the people and action in the thread will take place in an area of numerous (I can only guess how many so far) islands with one large land mass nearby. But even the largest land mass would only take 3 days at the most to ride across on a fast horse. For the most part the action will be taking place on ships, which I'm hoping people in the thread will either control or be part of another's vessel.
Magic: it does work here, but no god like magic users in this one (except for some maybe tough at most bad/good guys later on). A simple rule I used in days past role-playing is useful here. If it is fire, regardless of how it started, a bucket of water will put it out.
Technology: I was thinking the heyday of piracy in the Caribbean myself. So that means wind power, gun powder, and cannons are the height of technological prowess at this time as far as ships are concerned. But, magic does exsist at this time, but it doesn't seem to affect technological things as well as natural things. Thus, someone could carry a flintlock pistol and magic sword, but not a magic flintlock.
Genders: Both are fine and sail the ocean on equal terms. Afterall, women can be just as tough and mean as any man if wish to be.
Races: I think the usual grab bag of fantasy races will work in this one but let's be sensible folks. Giants can't exactly fit a on ship, and I'm pretty sure dwarfs wouldn't be thrilled either being in the middle of the ocean all the time.
Nationalities or Groups: I was thinking of having four major groups in this game but others can be made over time:
Freebooters: A group of loosely affiliated islands and ship captains who look out for one another and do whatever happens to strike their fancy. Captains in this group tend to be free-spirited and very good sailors.
Pirate Cabal: A group of islands commanded by the five most successful pirates to sail the seas among the islands. Captains of this group tend to be tough, cruel, excellent fighters and very, very wary since the cabal erupts into inter group warfare almost as often as it falls into open warfare with the Kingdom.
Kingdom of Rockwall: The largest landmass also happens to have impressive cliffs circling the island that protect quite a bit of it from deprivation by the other groups. The King of the island lives in a castle above the port of Last Rest (the place where the first king's ship landed). The port in surronded by a strong wall and fortifications but it can and has been breached in times past. Captains of the Kingdom can either sail for the king's fleet of pirate hunters or as a Freesailor, allowed to do as they please until the kingdom is threatened and they then must serve in the fleet. People in this nations fleet tend to be disciplined, smart (sailing school), well provisioned and proud.
Independents or The Lost: People without a home, or have at best small island to themselves. They are looked down upon by the others as nothing better than fools or garbage. Captains of this group are very very tough, and independent. They tend to do what must be done to survive including selling their services to the others at times to make ends meet.
Ships:
Anything from the time period this will be set in, but it must be sensible. An Independent will not have a Ship of the Line due to the cost and crewing needs. Nor would a Freebooter would likely use a Pirate Corsair unless they won it in a fight or a game of chance. Just keep in mind that the number of crew will play a role in whether someone would fight you or not.
Thats it for the background on the place, I will put up my character in the next post.