Showing posts with label Worlds. Show all posts
Showing posts with label Worlds. Show all posts

Thursday, May 23, 2013

Worlds - Aquila

"Few travelers have visited the realm of Aquila, but those that have found a bright, beautiful paradise of gleaming skies and mountainous isles, where mighty heroes and terrible beasts abound. Aquila is a land out of legend, of proud city states united under the rule of an Emperor, home of the mighty Eagles."


"More than a thousand years ago, the Eagles of Aquila lived in a Golden Age, when the Immortals of Mount Olympus walked among them, working wonders and teaching them great secrets. Hephaestus Coppersmith wrought the Windstones, and the fleets of Aquila were the first to sail between the worlds. The Eagles brought language, writing, and philosophy to the scattered peoples of that bygone age - many worlds of the Spiral owe the foundations of their civilization to the early influence of Aquila. 

But that golden age ended in wrath and chaos - Minos, last King of the First Empire, angered the Immortals: Zeus Skyfather and the rest of the Seven withdrew to Olympus, turning their backs on Aquila. The conquered provinces rose up in revolt, throwing off their overlords, and the realm of Aquila itself plunged into an age of chaos. The worlds of the Spiral shunned Aquila, and what was once the bright jewel of the Spiral turned into a rarely visited backwater, a half-remembered realm of legend.

Generations after the fall, a new hero rose: Aquilus, the Golden Eagle, who defeated the monsters that teemed in the ruins of proud Aquila and united the Eagles again. Aquilus forged the Second Empire and founded the shining city of Nova Aquila. In its High Temple the priests heard the voices of the Immortals once again: after centuries of darkness, the Olympians brought prosperity and good fortune back to their children.

The Second Empire has united the Skyways of Aquila, but the Eagles have yet to extend their influence into the Spiral beyond. They are content to look inward, living as they did long ago, embracing the legends of the Golden Age and honoring the will of the Immortals. A realm of marble cities, mysterious ruins, and breathtaking wilderness, Aquila offers visitors a chance to forge new legends, in a land of high adventure."



Pirate101 Website (pirate101.com)

Worlds - Marleybone

"One of the great naval powers of the Spiral, Marleybone is a thriving center of industry and innovation. The center of a mercantile empire, Marleybone has colonies in Skull Island, Darkmoor, Krokotopia, and Zafaria, and their trading companies sail the entire Spiral. Marleybone enjoys strong treaties with MooShu, and has established full colonial rule over the exotic realm of Rajah. Their economic supremacy is second only to the great Merchant Families of Valencia, though they would never admit it."


Past rivalries and wars with Monquista, Valencia, and Polaris spurred Marleybone to forge a military power to match its economic might. The red coated soldiers and marines of Marleybone's army are among the best trained anywhere, and the Royal Navy, with her "wooden ships and iron Dogs," is feared by rivals and smugglers in every corner of the Spiral. Marleybone played a key role in the defeat of Napoleguin in the Polarian Wars, and in recent years tensions in Skull Island have brought Marleybone to the brink of war with Monquista. Now the ascendency of Valencia and the Armada pose a threat unlike any the Dogs have seen before.

Marleybone is a land of great natural beauty, from the idyllic fields and countryside of Kent to the stark, beautiful highlands of Albion and the White Cliffs of Rover. But few visitors ever see those distant, rural places, for Marleybone is also a realm of great cities, some of the mightiest ever seen: Marleybone City, home of the Queen and Big Ben, with her dirigibles and modern architecture; and the Isle of Dogs, center of trade and shipbuilding for all Marleybone, dominated by huge warehouses and a massive factory.

For all her success, Marleybone is not without flaws: Marleybonean society is built upon rigid ideas of class and manners. Wealthy elite Dogs live in opulent mansions, never mixing with the middle class craftsmen and tradesmen, who toil for relatively little pay. But even the lot of the downtrodden Dogs is as nothing compared to the plight of the Cats and Foxes of Albion, who lack any political representation in Parliament and can get only the most menial and degrading jobs. The tensions between classes are a growing problem, but a new threat has shaken Marleybone to the core.

Marleybone is in crisis: tensions with Valencia in Skull Island recently erupted into full scale war. The proud Sky Dogs of the Royal Navy expected a quick and easy victory; but the wrath of the Armada has been more terrible than any dared imagine. Valencia has launched fierce attacks on all fronts, stretching Marleybone's navy to its limits. What was expected to be a skirmish in the outer colonies has turned into a fight for Marleybone's survival. In recent weeks the Bastions protecting the Stormgate into Westminster Skyway have fallen: now the Armada's fleets have unfettered access to Marleybone's home Skyways, and are preparing for an assault on Marleybone City! The war is having a profound impact on life in Marleybone: as sieges and shortages make life hard, the working class Cat population turns to crime, while Radical Foxes meet in secret to plot violent rebellion. Marleybone faces a dire test - only the most heroic deeds can save her."



Pirate101 Website (pirate101.com)

Saturday, September 15, 2012

Worlds - Mooshu


"This ancient, mysterious realm is both one of the most storied kingdoms in the Spiral; and one of the most beautiful- a land of scenic mountains, bamboo forests, and serene skies. The citizens of MooShu are famed as skilled artisans, honorable warriors, and great philosophers, and even though MooShu has no colonies or empire, she is still rightly considered one of the Great Powers of the Spiral."


"MooShu is ruled by the Emperor, who is considered the Child of the Spirit of the Sun, and is served by legions of loyal Samoorai. The Cows of MooShu form the ruling class made up warriors, princes and master artisans. They are attended by Goat bureaucrats and ministers, while the Sheep and Pig peasants humbly work the land. The people of MooShu are notoriously secretive and suspicious of outsiders; foreign ships are only allowed to dock in one port, the resplendent city of Hamamitsu, without special permission, and only the mysterious Wizards have ever walked in the Imperial Skyway or visited the Imperial Palace.

For generations, MooShu has enjoyed a special relationship with the realm of Marleybone: in exchange for generous tribute payments, the Emperor grants the Dogs of Marleybone exclusive control of the tea trade and unfettered access to all of MooShu's Stormgates. This treaty keeps the trade lanes to the prosperous colony of Port Regal open – and has made MooShu a critical hub in Marleybone’s mercantile empire.

The realm of MooShu is spiritual to its very core: the ancient philosophy of Caoism has long guided mystics and sages toward hidden truths that cannot be named, and the common folk draw comfort from the teachings of the Moodha. The Monks of MooShu devote themselves to physical and spiritual perfection on their quest for enlightenment. Order, harmony, and serenity are the pillars of MooShu's society.

But recently this has changed. The Emperor lies stricken, cursed by dark magic, and the realm reflects the suffering of its sovereign. Throughout the outer skyways bandits and renegade warlords run rampant, oppressing the weak and defying Imperial law. Sensing weakness, the grim Horse nomads of the Amber Horde have swept in from the distant hinterlands, and are ravaging entire provinces. The most powerful of the Samoorai scheme and plot their future, preparing for the succession war that will come if the Emperor should die. These times of strife have drawn the more unsavory elements of MooShu out of the shadows: the nefarious Yakooza and dreaded Ninja Pigs are more active than ever before. Pirates and smugglers are flocking to MooShu, seeking adventure and profit in this ancient land."



Pirate101 Website (pirate101.com)

Thursday, August 23, 2012

Worlds - Cool Ranch


"If there is a bright center to the Spiral, Cool Ranch is the realm it is farthest from. A stark, beautiful realm of rocky islands and seemingly endless skies, Cool Ranch is a land of desert, cactus, and tumbleweeds, a wild realm where civilization can be as fragile as a cool breeze.The proud Bison tribes and the nefarious Toads are the original natives of Cool Ranch - all of the frontier's other inhabitants came here from someplace else. The proud Stallions, distant cousins to the Unicorns of Valencia, came to Cool Ranch long ago and built missions and villages throughout the skyways, but their heyday is long over, and now only Santo Pollo remains. The most recent arrivals are the Chickens, Cranes, and other Fowl who came to Cool Ranch from parts unknown - they rarely talk about their homeland, describing it only as "Back East.""


"A steady stream of bold and enterprising Birds has come to Cool Ranch, hoping to make a new beginning or escape a troubled past. Their skill at industry rivals Marleybone's: the Birds brought locomotives, steam engines, and other modern devices with them. Life has been hard for the new settlers, however: many of the new boom towns soon went bust, and the great railroads now stand empty. But the honest ranchers and townsfolk keep working: there's gold in them there mesas, and there's good money to be made herding the sleepy Buffaloons. The steady demand for refined food and other niceties has nurtured a bustling mercantile trade for ship captains willing to sail that far.

Cool Ranch is a land of legendary figures: heroes like the Chicken Rangers, Wild Bill Peacock, and the masked hero El Toro, fighting lawlessness and standing up for the humble settlers; but the wild frontier has also fostered terrible outlaws like Libirdy Valence, El Guapo, and the dreaded Duck With No Name. Smugglers and pirates have always been drawn to Cool Ranch - far from everyplace, the dusty realm is an ideal place to hide. Indeed, Captain Barnabus Blood, one of the most infamous pirates in the history of the Spiral, is said to have built a hidden stronghold somewhere in Skull Island before his well-deserved end. Blood's treasure has never been found... 
"


Pirate101 Website (pirate101.com)

Worlds - Valencia

"Arguably the greatest imperial power of the Spiral, Valencia is home to the Unicorns, a vibrant people with an ancient, rich culture. Many of the great discoveries that led to sky-ships and the age of sail were made here - Valencia stands to this day as a center of arts and learning, where scholars and masters from all over the Spiral gather to push the boundaries of knowledge and talent. Marco Pollo, Cowpernicus, Da Finchi - the greatest minds and artists the Spiral has ever known did their greatest work in Valencia, and the entire Spiral is richer for their labors."


"The Skyways of Valencia have more Stormgates than any other realm in the Spiral - Valencians say their realm is the heart of the Spiral, and most sky charts are drawn with Valencia at the center. Valencia has used its location to flower into a thriving hub of trade and shipping between the realms.

Valencia's emerald skies and lush orchards are hauntingly beautiful, and the Unicorns are an emotional, zestful people whose passions are as stormy as their realm's skies. Unicorns are renowned throughout the Spiral for their talents with poetry, scholarship and fencing. Beneficiaries of Valencia's unparalleled wealth and status, the Unicorns dwell in ornate, baroque cities full of grand plazas, columned palaces, and grand statuary. There is always some grand ball, festival, or masque to offer entertainment and diversion. Duty, honor, and family pride are the pillars of their social order.

Valencia is also home to the hardy Crabs and pragmatic Guinea Pigs, who serve as the hard-working middle class to the Unicorn elite. Skilled craftsmen and tireless laborers, their efforts sustain the magnificent (some would say decadent) lifestyle of the Unicorns. Guilds and Merchant Houses of Crabs and Guinea Pigs drive Valencian commerce, and have grown very powerful in recent times.

Things are changing in Valencia. The recent invention of Clockworks was a wonder, whose full impact has yet to be seen. Kane and his legions revolutionized warfare in Valencia - at the height of the Polarian Wars, King Casimir turned all control of Valencians by land or sea over to Kane. The Armada won the war, saved the Spiral, and has worked tirelessly ever since. With Clockwork ships protecting merchant ships and stamping out smuggling and piracy, Valencia is growing even richer.

As the Unicorns turn inward, distracted by their endless revels, Kane grows ever more powerful, and rumors are emerging that the Armada may have an agenda of its own. Some wonder what price Valencia will pay for their success...
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Pirate101 Website (pirate101.com)

Worlds - Monquista

"Long an inconsequential, isolated backwater in the outer rim of the Spiral, Monquista recently became one of the preeminent powers in the Spiral, almost overnight, thanks to the massive infusion of gold and wealth its inhabitants pried from the ancient ruins in their colony of Skull Island. Monquista is home to a race of diminutive Monkeys, the Monquistans, who make up for their slight statures with massive egos and harsh tempers."


"Monquistans have a highly structured (some would even say oppressive) society, where manners, personal dignity, and reputation are valued above all else. Disagreements over the most trivial matters turn into the stuff of generational feuds, and to many outsiders Monquistan politics and priorities can seem downright silly. The Monquistans believe they have brought themselves up out of barbarism through sheer force of will, and that they are the only truly civilized beings in the Spiral – all others are barbarians and pretenders. As a result, the Monkeys are well-mannered to a fault – to imply that a Monquistan is acting wild, brutish, or like a wild monkey is the greatest insult one can levy.

Well-mannered need not mean friendly: political intrigue between the Monarchy, the Holy Monquisition, and the various Noble Houses is vicious and deadly. Monquistan politics are notoriously fluid: a noble house can find that blood enemies from a month ago are now relatives by marriage, and therefore dear friends. Monquistan nobles and officials often seem, to outsiders, to have no memory: they arbitrarily turn on people they recently supported and praised, or greet blood enemies with effusive praise, never acknowledging any dispute.

Monquista is ruled over by a King and Queen (the power behind the throne changes day to day!), advised by the Holy Monquisition and presided over by the Noble Houses. Each faction seeks to advance its fortunes however it can. Every Monquistan is the member of a Noble House, and thanks to the endless web of marriage alliances and the shifting political landscape, all of them have some claim (however remote) to royal line. Even lowly servants are some kind of distant third cousin to a famous past king, causing everyone in the cluster to have a constant air of superiority.
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Pirate101 Website (pirate101.com)

Worlds - Skull Island

"The isles of Skull Island offer much to entice merchants and colonists: exotic fruits, spices, and timber draw high prices in markets across the Spiral, offering a fortune to any captain brave and resourceful enough to ship or smuggle them out. In the deepest jungles, crumbling ruins stand as remnants of a forgotten past. These ruins are the most dangerous places in Skull Island, but also the most tempting - the crumbling temples are adorned with solid gold!"


" Too far from the center of the Spiral for the great powers to exert much control, most of Skull Island is ruled by the Pirates themselves - crews and gangs have taken over failed colonies or built new ramshackle cities of their own: Jonah Town, Flotsam, Scrimshaw, and Skull Island itself, Captain Avery's Pirate capital.

The southern Skyways of Skull Island are dominated by Pirates, while the north features two great colonies: the thriving Monquistan city Puerto Mico, and the Marleybonian colony of Port Regal. Monquista owes its entire rise to the gold the Monkeys found in the ancient ruins, while the Dogs of Marleybone work tirelessly to corner the spice market. Their power broken long ago, the Cutthroats still prowl the shipping lanes, making as much trouble as they can, while Wharf Rats smuggle all manner of cargoes in and out of Skull Island, building a huge black market."



Pirate101 Website (pirate101.com)