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Corsairs A Sea and Space Faring Roleplaying Game

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What is Corsairs

Corsairs is set is a miniature planetary system made up of “spheres”: planetoids that range from the size of a golf ball to that of Earth’s moon, and “lanes”: ancient interplanetary gravity wells with artificial atmospheres that can carry a seaworthy ship between spheres. The Corsairs solar system is also really old. Even though the “native” technology level of the current societies on the spheres is on par with our world’s 17th Century Europe, civilizations in the Corsairs world have integrated artifacts from more advanced extinct cultures into their own. The result is a setting where intrepid adventurers can get their hands on anything from rapiers to ray-guns provided they’re willing to look hard enough. Every good seafaring adventure needs some treasure, right?   The dominant political force in Corsairs is the Chimera Alliance; an interplanetary governing body composed of representatives from the system’s more powerful civilizations. It is charged with keeping peace throughout the spheres.   The Alliance also controls Source, a roving artificial planet believed to be created by the first civilization to ever inhabit the Spheres. Source contains the system’s only reserve of “nectar”: an ancient fuel believed to be liquefied starlight which is necessary to operate the system’s more powerful and essential artifacts. Ever since the end of the first civilization, societies have fought amongst one another to control Source and its nectar. The Alliance was founded when King Nasser Graham seized the planet from the Undying Empress in an attempt to put an end to the constant warfare that plagues the system.

The Homyn Academy of Natural Sciences

Presides over the moons of the gas giant, Io. The Homyn, an archaic and formal term for the human race*, are the dominant species across the moons. The Academy is the forefront of the study of alchemy and astral sciences. It was founded to fulfill the alleged destiny of Homynkind dictated by “natural law” to “educate” and “protect” the vassal races that share Io’s moons with them. Oh my.   *Note, all sentient races who aren’t daemons, mutants, or something like that are called “humans” in the world of Corsairs. Homyn are a specific race of humans who look like humans as we know them from our world.
 

The Koa Republic

Is an egalitarian society made up of industrious frog people. While the Koa are a physically unimpressive race, with average specimens only a few inches over 3’ tall, they have a knack for finding, duplicating, and integrating artifacts into their society. Koa cities are brass steam-powered marvels that keep the mega-fauna of their swampy planet at bay. It’s no wonder their species ruled Source and thus the entire system for the three hundred years prior to the Alliance’s formation.   If you want to make a Koa blush, mention their chivalrous spear wielding knights who are dedicated to promoting a culture that is as tolerant and progressive as it is technologically advanced. If you want to make one angry, remind it of the species’ affair with despotic imperialism prior to the formation of the Alliance.
 

The Geit Clans

Are an assembly of horned warriors and antlered druids. They hearken from the inhospitable sphere called Jotun with a frozen surface and a boiling core. The Geit live inside glaciers hollowed out by artifacts called Embermuurs, which are essentially giant nectar-powered heaters that can make even the coldest climates hospitable.   Living in the ice shields the Geit from the Sphere’s howling winds, which can rip the sail from a man’s ship just as easily as they’ll rip the skin from his bones. Even though the Geit have never held Source, they’ve conquered it more times than any other race in the Fractured Histories.
 

The Mong Bal

Are technically no longer members of The Alliance but deserve mentioning anyway. A solitary dynastic race of monkey people, the Mong Bal sphere was once a lush jungle, but over the last century has rapidly decayed into a lifeless desert. With the exception of a few cities ruled by cruel warlords, all of the once opulent Mong Bal civilization’s walled cities and towering pagodas have sunken beneath the sand.   While the Mong Bal ceded from the Alliance shortly after its formation, a faction of the impoverished peasants living outside last remaining cities have banded together in a campaign to reunify the planet with the Alliance in hopes that its extra-planetary oversight might reign in their rampant mistreatment at the hands of the warlords.

So, Why is it Called Corsairs?

Corsairs has players take on a specific role within the setting. Much like their historical inspiration, Corsairs in this world are essentially pirates who have been sponsored by the government.Corsairs are selected and hired by the Chimera Alliance. Their job is to promote peace amongst the member nations and more importantly to procure artifacts which would pose a threat to the system if they fell into the wrong hands.   Once an adventurer has earned the prestigious rank of Corsair, he enjoys complete interplanetary immunity from prosecution by any of the member nations. Some Corsairs use this immunity to overthrow the corrupt and inspire the public to do good. Others conquer and pillage, bullying the law-bound masses into serving their interests and, if they feel generous that day, the interests of the Alliance.   Corsairs come from all the member nations and beyond. Some seek a better life, some to attain prestige or membership status for their homes, some to partake in the interplanetary immunity for crimes they plan to commit, and some seeking redemption (or a stay of execution) from crimes they already have.   Activities corsairs engage include, exploring uncharted spheres, studying the remains of fallen civilizations, battling rogue governments and pirates, delving into ruins to recover artifacts for their personal use and that of the Alliance, and every so often a stint of diplomacy or political intrigue.
 

Current Quests

 

Rules