There will be no posts for the next two weeks, as I am on holiday. In fact, I’m going to have to rush this second half to meet a deadline. Maybe revise it later.
Edit: Added a short bit on Beserkr/RagnaBorg and Slav Borg.
Bit of an
odd idea, but still a fun OSR concept. Ramming as many Mork Borg related
settings as I possess/can acquire together and treating it like some big world hurtling
towards the apocalypse.
Starting
from a firm foundation, the MB-clone to spell the rules out and the only one I
have in hard-copy, Pirate Borg. This and the somewhat anachronistic technology
implicit in using CY_BORG, mean that the whole exercise will quickly devolve
into a One Piece pastiche.
Islands are
also useful as a way of throwing in random other modules. Just stick them on an
island in the right location and the players can sail there. Assuming you can
force them to stay and not take off the moment they think their lives will be
in danger.
Pirate
Borg: We immediately
identify the core concept of the world: islands, pirates and creeping horror.
We have an archipelago where several major hostile nations have set up export industries
and the lawless rogues who prey on shipping. With the ruins of Atlantis and
various portals to the underworld scattered about, producing playable monsters.
We don’t
want this to just be a pastiche of real-life, not least because Pirate Borg
has committed the progressive sin far more regressive games have done and
completely removed any Native America/First Nation people to avoid questions
about the origin of said setting.
Let’s
spread the islands about. There are many archipelagos along the equator, just
full of pirates of varying stripes and several mutually hostile large states. Kingdoms
far away to colonize and create the ungoverned frontier that pirates and
outlaws emerge from.
Brethren of the Coast (Republic of Pirates) – They want booty and grog and aren’t
too picky on how they get it. The open sea promises freedom, but each ship is a
little state of its own.
We have The
Company (West India Co.) – Given a free reign but focused soley on meeting
quotas and payments.
The Unstable
Colonies (The French Indies) – A network of ports half decadent and half
wilderness, entirely self-interested but are just as likely to turn on you as
part of some revolutionary or conspiratorial web as they are to sell you what
you need.
The Authorities
(Viceroyalty of New Spain) – The oldest, largest and most stringent. They want
to gobble up the islands, ship the wealth home and obtain the land and souls of
the people to add to their great imperial machine.
The
cultists (The Wretched) – They are here to preach to end of the world and do
slimy sea and tentacle things in secret. They probably have contacts with the
merfolk.
The Wild Islands
(The Dark Yucatan) – No one lives here (especially native people who aren’t
cultists). Islands which are cursed or otherwise some awful that the only
reason to go is the rumors of treasure unclaimed because no one could retrieve
it.
Merfolka and
Aquatic Mutants mean there must be undersea kingdom (or just one)
While there
are two locations (even two types of playable sea-creature), the easiest way to
set up an initial spread of islands is to just randomly roll them and apply one
of the two themes from each faction’s writeup if there are any people there.
Down Among
the Dead Men has a great idea in being able to visit Davy Jone’s Locker (despite
Pirate Borg making Jones a giant turtle). If you want to go anywhere in the
world fast, you can sail into one of several maelstrom that make up the center
of each of the world’s archipelagos (Mork Borg setting). If your ship is
prepared correctly, however that may be (hull plated with Obols, right
incarnations etc). You can sail right on through so long as you don’t fall in
or get off, then you are stuck. This might be how all the knowledge about raising
the undead and the subsequent problems got out.
Ronin: There’s an archipelago, with an
isolationist government just as awful as any of the major powers of the sea.
The maelstrom has started to block out the sun and the demons and undead roam.
Anyone who does not feel their duty to stay is boarding smuggler ships docked
in secret and taking to life on the high seas.
While you
could just use the Ronin map of Kage no Shima. A surrounding shoal of lesser
islands can be generated normally with the Pirate Borg tables then populated
via the Ronin tables. There are probably dozens of island colonies that have
been influenced or settled by people or monsters from Kage no Shima. Enough that no one bats an eye at a warrior wielding
two or more long curved swords.
Smork
Borg: Two islands,
the Smork Poles mark the edges of East and West.
The western
island is decently sized but carries a curse. Anyone who lands uninvited
shrinks down to the size of a Smork, and only by the grace and financial
motivation of the resident Smorks will they change back.
The eastern
island is a normal-sized island populated by human-sized Smorks. Just they sit
next to an island realm of careless giants. So for all intents and purposes, visitors
are the size of Smorks anyway.
Beserkr and RagnaBorg: Vikings are pirates. Weird pirates considering everyone else is 17th century, but pirates never the less. Might have to stick to doing the sort of priacy as the Pirate Borg crews, otherwise a gunpower nation will come down on them. Their gods are probably also giants and they live closer to the Eastern Smork Pole.
Orc Borg: The sound is what is noticed first, a great scream across the water and the wind. Upon the horizon is an enormous metallic leviathan, eternally charging forth. Populated by crude yet cunning monster-men, the Hulk eternally plows across the oceans of the world. Usually, hellbent on passing through a Maelstrom, for which the Orcs fear not. Sometimes it hits an island and if it doesn’t wreck itself, the Orcs pour out to pillage scrap and food. When the Hulk finally sinks, it is said the Orcs wreak havoc in Davy’s Jone’s Locker before returning again. But what is suspected is there is a hidden junkyard island they all sail from.
Slav Borg: And that island is a dissapointment to many a pirate. Zgol is a Tech-Island east of the Old World and mostly cold forests and mountains. The green people here work, suffer and die under The Curse. The Necromancer made The Curse and the Necromancer was paid to do it. The old men in their high towers have long relied on the coal and the factories to produce goods for the New World. And the hooligans with their engines to produce nihilistic hulks. For whatever reason the brutal status-quo was unstable, so the Necromancer made the changes required. Whether the old men know the extent of the Necromancer's actions or if they care, is another question.
Crews can find some good mechanics and technology here, but they will have to adapt their wooden ships for motors.
Frontier
Scum: There are two
continents, an old world shrouded by misty islands and a new world, a spiraling
archipelago surrounding a mostly desolate center. Directly opposite across the
tropical island belt is this land. Lawless and corrupt, passage is by train,
horse and riverboat. With the grandest riverboats fitting themselves with
massive paddles for blue-water piracy and staff by the most sharp-eyed
gunslingers and desperados. They hold themselves in smug superiority over the
cutlass-wearing lot, for they have better guns than anyone else.
CY_BORG: In the heart of the New World is a
radiation-soaked desert and in the heart of that desert. Connected by a single
polluted inlet and blacktop that becomes rail and rutted track. The City beats
a sick and black heart for all power emerges from it, all commerce and vice is
drawn to it and all technology on those isolated Tech-Isles ultimately is
granted by it.
To the rest
of the world the city is more than just vice, it is sickness and freedom from a
life 3 to 5 centuries behind it. All the Ash and other weird drugs,
concoctions and extracts flows into it for the people always need more. And in
the heart of the city stands some towers.
CORP
BORG: And in those
towers sit the ancient old men who manage the world. They do not care for politics
or humanity, but about the smooth progress of commerce and authority. Theoretically
there should be one old man for each archipelago or slice of the continents.
But no one quite knows how many, except there are at least 3 and no more than
9, always odd (for quorum). The apocalypse is a blip, something that has
happened in different places and will happen again. Unless it’s not and
everything is spiraling out of control. And below them sit the hapless and feuding
bureaucracy, the companies and demons who grease the wheels of civilization so
it can remain functional and prosperous (for those who rate a mention).
Nations send
representatives and compete fiercely to get someone appointed. Being judged on
their wealth, their security and their quality of culture (for those who
deserve it).
Black
Powder & Brimstone: The old world is a mess; nations war under strange influences and sent
many refugees and deserters into the seas to try their hand anywhere else.
Expect nothing but horrible stories and steely-eyed captains. Aesthetic remains
on point though and concoctions found there make their way into the warped
hands of pirates.
Star
Borg: The
archipelago surrounding the New World is heavily influenced by the medley of cultures
which have made it’s way to it. Mystic traditions, metal ships and cosmic
weaponry make for a potent mix. The Empire of the archipelago has overthrown
the shining beacon of the New World and fighting rage through it. Expect normalized
weirdness wherever you put in for port, and a sort of lackadaisy approach to
live. Go with the Flow. Say nothing about the strange lights in the sky.
Mork Borg in general: Whether on the continent of the Old World or in the misty seas around it. Random coast and islands of protruding rock and pines play host to a bewildering array of dismal disasters. Where the End of the World draws nearer. Stick random adventure on island anywhere in the northern hemisphere or on the mainland if you want the players to walk or ride.
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