Showing posts with label Pirates. Show all posts
Showing posts with label Pirates. Show all posts

Sunday, July 12, 2009

Sundered Skies

Sundered Skies is a complete setting and Plot Point campaign from Triple Ace Games for Savage Worlds. Like other Savage World settings, it presents an enclosed environment, here a series of islands that float in a constantly brilliant sky without night. Too much exposure to this constant light causes Glowmadness and will eventually send people into bestial rages. The highest isles have ice mines, and provide water for the very hot lowest ones. Other islands consist of seams of ore, deep forests, shattered islands, and tethered skyships. Travel between the very different islands is done by oar, steam, or wind driven skyships, navigation requiring a handful of soil from the destination island. Peace between the islands is kept by the Trade Council which ensures each island receives the necessary imports.

Besides the traditional fantasy RPG races of Dwarves, Humans, Orcs, and the part plant Elves (who are insular and hard edged), players can be the Dragon-worshipping Drakin (who can become dragon-like), the animal-like Wildings (escaped slaves to the Elves), and the Glowborn, humanoids with Goblinoid memories. Possible character roles include Couriers, Musketeers, Pirates, Scavengers, and Priests dedicated to peace, song, war, and wind. Sundered Skies’ Plot Point campaign consists of 30 Savage Tales (scenarios) which begin by giving the characters a skyship and then lets them explore the islands of the Sundered Skies and its secrets. Like other Savage Worlds’ settings, Sundered Skies is pulpy and swashbuckling in feel, but its British author has given it a grim edge too.

Friday, June 26, 2009

50 Fathoms

50 Fathoms is a Plot Point campaign for Pinnacle Entertainment Group’s Shane Lacy Hensley’s Savage Worlds which mixes pirates, magic, fantasy, and a mystery. It is set on Caribdus, a world cursed to drown under a constant rain that has submerged nations and forced refugees to flee to other islands or to take to the sea. It is prophesized that a stranger from Earth will save Caribdus and its Thousand Isles, many humans having been transported to Caribdus from Earth’s Age of Sail (approximately 1500 to 1815) via great storms. Player character options include the crew, passengers and even live cargo from Earth, plus Caribdus’ own races: including the winged Atani, the Walrus-like Grael, Dolphin-like Doreen, and the Squid-like sorcerers, the Kraken. Caribdus’ magic is based on the four elements. A mage can only master one element at a time, but master all four and he becomes an ArchMage. Unfortunately, elementalists are hunted by Tomas De Torquemada’s magic-hating Inquisition.

The core of 50 Fathoms is its Plot Point campaign, consisting of Savage Tales (scenarios) triggered when the characters go up levels, visit somewhere, or discover something. It reveals the source of the threat to Caribdus, three vengeful Sea Hags. The players can follow the campaign, but are also free to roam the world, letting the GM run the 40 other Savage Tales set across the Thousand Isles and explore the book’s material. 50 Fathoms is fantastically complete, enough character information, a good gazetteer, and an easy, pulpy, swashbuckling, piratical campaign.