Pirates of the Chain [ EDIT ]

This game has been retired! That means it's no longer being run.
The Chain is an archipelago, a series of small-ish islands which have been under a massive storm for as long as anyone can remember (there are references to it in nearly pre-historic tomes). However, around three decades ago, the storm lifted. The devil-worshipping Elterian Empire saw this as a sign of diabolic provenance; the world itself was opening up to their recent displays of power. So, they began warring against their neighbours, quickly enveloping and absorbing anyone in their path. Many were taken as slaves, while some got the chance to serve as serfs under Imperial rule. However, their overreach was their undoing; by going to war on so many fronts, even the superior numbers, advanced technology and Hellish interference the Empire could call upon couldn't stop them from over-extending. The Empire withdrew from the fronts to regroup, but not before razing the lands they stood in, to make sure no-one could use them until they returned.

Those who fled the wars moved east, away from the Western Empire and towards The Chain. Now that these islands, seemingly uninhabited, had become available, many chose to set up new lives here, hoping against hope the Empire would not be able to recover enough to move this far East. Now, decades later, they are already putting out feelers as far as the far east of The Chain. Many locals see it as their sworn duty to avenge their fallen friends, family and countrymen, and will defend their new lands to the death.

You are on the front lines of a brewing war. What better time to make a bit of cash?

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Roll 4d6, drop the lowest, assign to whatever stat you wish.

Starting Gold is CHA score x 10.

For character sheets, use the Basic Fantasy RPG sheet, replacing the Saving Throws with Fort/Ref/Will.

Available Classes are as follows;

Core Rules
Assassin
Bard
Cleric
Druid
Duelist
Magic-User
Sorcerer
Thief


The NOD Companion
Jack of All Trades
Leech
Manhunter
Venturer


Altered Classes
Reaver (Barbarian)
Mariner (Ranger)
Old Salt (Curmudgeon)


New Classes
Artillerist
Topkick


Cultures and Races
Dhaoine - Celtic clans
To their enemies - brutal, savage, war-like
To their allies - brave to a fault, always singing, strong loyalty
Races - Humans, Orcs, Ogres, Goblins, Wild Elves
 
Fyrðar - Vikings
To their enemies - Intense, boorish, overproud
To their allies - strong, smart, warrior-poets
Races - Humans, Orcs, Dwarves, Snow Elves, Goliaths
 
Firgians - Greeks
To their enemies - stuck-up, predatory merchants
To their allies - tactical geniuses, cultured
Races - Humans, Dwarves, Ogres, Hobgoblins
 
Passoans - Spanish/Portugese
To their enemies - cowards, Imperial lapdogs, untrustworthy
To their allies - stuck in a bad situation
Races - Humans, Tieflings
 
Pesha - South Asian
To their enemies - expansionistic, honour-bound, staid
To their allies - Strong traditions, loyal, fair
Races - Humans, Halflings, Elves
 
Hurlant - Dark Sun
To their enemies - savage, inhuman, cannibals
To their allies - proud, strong,
Races - Hobgoblins,, Goblins, Ogres
 
The Sea Peoples - aquatic nomads
To their enemies - xenophobic, inhuman, distant
To their allies - useful, intriguing, curious
Races - Guana, Sea Elf, Pearlers

Decks

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