Every single odd number has an “e” in it.
Tagged by @radiowrites, thank you and apologies for getting to this so late. Finals are a bitch
found family or soulmates | slow burn or established but complicated | enemies-to-friends-to-lovers or best friends-to-lovers | love at first sight or get back together | morally grey character or unreliable narrator | sunshine character or sarcastic character | fire-forged friends or childhood friends | description-heavy or dialogue-heavy | fluff or angst | flower symbolism or color symbolism | redemption arc or bastardization arc | fake relationships or secret relationships | betrayal plot twist or confession plot twist | dream sequence or flashback | mentor protecting student or student protecting mentor | sibling or best friend | platonic soulmate or love triangle | hurt or comfort
I’ve been trying to think of a setting for a nautical campaign. A vast expanse of tropical islands and waterways with the obligatory shady towns that sit on the water and temples of worship deep in both the jungle and the water. Any thoughts?
Yeknow what, fuck it, I wasn’t planning on writing a full pirate campaign anytime soon but everything’s better with pirates so lets do this!
The Priests debate as to how our hearts may be weighted against its bearer’s sins.. but we Sailors no Better: ‘tis not sin our hearts are weighed against, ‘tis coin, as only coin could get a man to sail out to the edge o’ the bleedin world and gettim to stay ‘ere long enough to get to sinnin in the firstplace.
-Overheard at The Last Hurrah Tavern
Setup: The Tropical waters of the Tourmaline Sea have been a flurry of activity over the past century and a half, as natives and settlers from three different continents work together to reclaim land once lost after a half-millennia of supernatural darkness rendered a large chunk of the mainland uninhabitable. Most people deserted the Sundered Isles ( their name derived from a mistranslation that they were “Sun-Dead”) fearing the raiders and plagues that issued from that calamity, and they stayed away even after the sun returned, letting the gentle creeping of green reclaim the once barren rocks.
Ever hungry for expansion, civilization makes its first tentative steps into these dangerous lands, with ports popping up all along the coast and archipelagos, the first wave of resettlement of a land once thought consigned to oblivion.
All is not peaceful however, as powers both foreign and continental strive to establish dominance in this new frontier, with settlers, traders, and foolhearty sailors caught in the clash between. Discover the Mysteries long buried in darkness and sunken beneath the crashing waves, as you and your party strive to make your way in the Sundered Isles
Campaign Start
Captives of the Villainous XROC Merchant company and on their way to do hard labor in one of a number of debt-colonies, the party is miraculously saved when a tremendous wave crashes against the ship where they are imprisoned, shattering it upon the coastline and giving them the chance to escape together through the island. There they find themselves Port Calmayne, a prosperous trade hub where the party can get their sea-legs under them while determining the best course of action and evading the Company.
Early Game:
A Priestess of the sea god has work for the party, neverminded that she’s a “retired” pirate, and the job involves helping a group of smugglers exterminate some monsters they accidently imported from the continent
Investigate the haunted manor of an old Commodore, recover a treasuremap, and perhaps acquire some funds by looting through his hold treasures. Don’t get shot by a ghost while you’re at it.
Earn the Respect of the local sailorfolk by diving for treasure into shark infested waters. Hidden among the bones of a great dragon are tokens that prove the party’s skill and sea-blessed luck, earning them passage on any ship going anywhere in the Sundered Isles
Mid Game:
Make your way to Greenveil Lagoon, hidden home of all true pirates and the Bretherin Court. Help reunite an old salty-dog pay respects to his long departed crew, or start treasurehunting for the world’s most skilled but unlukiest mapmaker.
Hunt ruins for a fabulous relic, then defend it in a ship-duel from a mystic privateer intent on taking it back. When a job goes bad, it goes bad, and it’ll take all the party’s skill as sailors to evade this tenacious ( and seemingly omniscient) foe.
Sign on With the Monster Hunting Crew of the Leviathan’s Bane, travel to the most dangerous corners of the archipelago, fight creatures that break ships between their coils, learn how to cook seamonster
Explore an ancient, eternal lighthouse, used as a lair by an eccentric pyromancer. Help a wayward celestial find their misplaced chariot of fire and learn clues as to the darkness that overtook the mainland so long ago.
Late Game
The Merchant company that enslaved the players wants control over trade in the Sundered Isles, and is willing to unleash a madwoman in order to get it. This renegade pirate is obsessed with becoming the terror of the high seas, going so far as to overthrow the brethren court that keeps order among the Isles’ freebooters, and even unleash a vampire on the populace in hopes of becoming one herself.
Venture into the lush jungles and overgrown ruins of the continent, and meet the fallen demigod who caused the devastation in the first place. Now little more than an eccentric old lizardfolk, this seemingly benign evil has many stories to tell, and more than a little wickedness still in him.
The Wave that set the party free was only the herald to a true upset, as over moths an entire new archipelago of islands emerges from the seafloor after millennia in the depths. Dotted with ruins and artifacts of a long dead civilization, these new isles draw fortunehunters into a clash with the merfolk exiled by the sudden rising of their home, all the while an ancient power wakes, looking to assert itself over the world once again.
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