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Excellent. By the way I was wondering if as flavor and motivation it would be an acceptable idea for my pirate/merchant to be a son of the Sultan of Matar. Perhaps an illegitimate or younger son, to explain why he's not stuck in the Sultanate?

Edit: Actually, he could easily be an orphan adopted by the Sultanate. Islam (and presumably a religion based in part off of it) encourages 'adoption' in the sense of raising a child in your household, although you aren't supposed to allow them to take your family name IIRC...
That sounds great! If they've already got a foothold in both Ortan and Orm with trade, it might not be too far-fetched for an industrious merchant to want to cut out the middle man and explore trading routes to the west and north if need be.
So...I'm thinking a not-pirate/merchant from the Sultanate of Matar, do you have anything developed for that, Gowi, or should I wing it?
I...think I could have quite a lot of fun with this. Now to decide whether to develop the Republic of Ortan or one of the Sultanates in order for my pirate to be from there..
Gowi said
Yeah, it definitely leave a lot open for sure. I'm definitely curious how you are going to spin the origin of getting the ship together, the ambiguity of everything and so on. =)


I guess it would depend on if he's already an established pirate/merchant at the start of the story, which country his country of origin would be and what their culture is like and overall what strikes me as most interesting. Speaking of, how much worldbuilding should we do or lore should we take liberties or help with, and I'm leaning more towards one of the Middle Eastern Countries depending on what they and the three different island areas are like.

Gowi said
I'm just not sure if I want gunpowder invented/discovered yet is all I'm saying, lol. Though I am leaning towards if it is; it's bulky, expensive, and high risk high reward.


That's fine, I can easily be a not-pirate without any gunpowder at all if necessary. At the moment I'm leaning towards a more middle eastern not-pirate, but I'm not sure from which country. Also totally-not-a-pirate may have more longterm goals than simply getting rich.
HA! You don't need cannons to be a pirate! Ya just need swords, plunder and copious amounts of booze!

That said playing a pirate appeals because with the sea as a backdrop it's potentially possible for me to get involved in all sorts of things, not to mention possibly even travel around or give me reasons to interact with folks if needed. An Arabian pirate could potentially be pretty fitting and knowledge of gunpowder-maybe would just be a nice bonus if anything although historically speaking the further east you go the more and earlier you find knowledge of gunpowder until you hit China, which has had primitive firearms in the form of huǒ qiāng since the 10th century or so and gunpowder bombs potentially earlier. In any case if he did have gunpowder he'd probably mainly use it for intimidation if anything, and I don't find cannons necessary for a pirate to be awesome, ramming, arrows and boarding actions all around though!

I mainly suggested one of the island republics because of placement and also because democratically elected representatives are apparently a pirate thing, although one of the middle-eastern ones could work just as well.
Also maybe interested in playing a Merchant Captain/totally-not-a-pirate-at-all-honest from one of the Island republics. Or someone from Not-Iberia. Sorry for the doublepost, tired and not thinking super-clear
Also interested. Have a whole lot of ideas although kind of sleepy at the moment..
"I wanna be the Captain! Or do sneaky things and help people out with stuff and sometimes beat up bad guys and steal treasure, because that's what pirates do!" Mushuro had no idea if this was an official pirate job, but nuanced conversational skills and job application processes had never been high on the list of training given by ninjas to their children.
So..I'm guessing the GM lost interest or something?
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