Is it a bit early for a Wolfe Tracks? Sure is, but there’s something coming soon, and that would be the first story in Legends of the Privateers, with the title of Death Whispers of the Etherwave.
So, this isn’t me rambling on about worldbuilding in Hoist the Colors, or even Windtracer Tales. This time, I’ve got something a little different that comes in two parts. You see, in Hoist the Colors, something special happened to shape the world. A certain something that gave it a hard push so this old Earth could strive toward what it could be. Maybe even what it should be?
But what is it about the setting, this world, that makes it interesting?
I could go on about it, but I thought this would be a conversation best left to someone else. You could say he’s been here since the start, maybe even before. A storyteller, maybe the storyteller. He’s got a lot of names. Some call him Davey, others call him Captain Jones, and a lot out there suggest the sea itself listens to him.
Now, I can’t say that any of that is true. But he can explain it all better than I can. So, here it is, the introduction to the setting of Hoist the Colors itself.
Take it away, Captain.
Well now, my friend. Is that treasure in your eye? Or are you just happy to see me?
- Diego “The Black” Salvador, Captain of the Last Doubloon
Ah, now, who do we have we here?
Where do you hail from?
Oh, never you mind that. That’s not why you’re here, is it?
I can see you’re curious about Hoist the Colors. You’ve looked around and wondered just what is all this? Well, let me help you out with that.
You see, whatever you guess you’ve figured out… you know what? You’re mostly right! And… you’re also wrong.
But that’s quite fine because you’re still right in my book! Ha!
Hoist the Colors is a place, some say a game. That’s certainly all true, but you take it from me, no matter what else she is, Hoist the Colors is a place of stories. Ones of intrigue, death-defying adventure, and so much more.
Here we jump into those stories to find adventure. To see just how your crew not only survives, but thrives in a world of warring trading companies, scheming empires, powerful bloodthirsty pirates, and lost relics of another time and place. All while navigating their own interests, quirks, and vices.
Who might that be? Why you and you crew, of course! Along with your ship, who I’m here to tell you, is a soul you should never forget. She’ll stay with you through thick and thin. Right up to the bitter end, maybe even beyond.
The setting is Earth, of course. But not quite how you remember it. The year was 1712. At the stroke of midnight on October 31st, a green comet flared in the sky and cut across the night’s blood moon. Quite the sight, if you ask me.
Everyone saw it. Not a soul from the Americas, to England, India and beyond missed it. How could you? Then there was this laugh. It chased that comet that night until it flashed out of sight.
Some say that laugh was haunting. Others swear it was the laugh of a young man busy with a game where only he knew the rules. No one knows for sure. Once that comet left, so did the laugh.
The whole thing was called the Crossing’s Fall.
But then, the real trouble began, or was it the real adventure?
Magic, and I mean the real thing, turned out to be as real as you or I. That wasn’t all. Seems whatever that comet was, it broke something important. A bridge I’ve heard between Earth and a place called Otherworld.
Not heard of it? That’s all right, most hadn’t … at least, not then.
But word has a way of getting around, doesn’t it?
That same night, the remnants of Otherworld were thrown to Earth. New islands and lands melted into place. Some in the mid-Atlantic, others to the west of Japan. Then there were places in Greenland, jungles of South America, ah … you get the idea.
Along with that came their people. Turns out our myths? They were right! But also… not quite. Pixies appeared, but they didn’t look like we’d been told about. They prefer the name ‘thaye’ thank you so much.
Gruff ‘dwarves’ with their gift for metalwork, turned out to be called ‘grimlings’ and are so much more than we ever knew.
Then there are the raven-folk called the morasu. Some called them ‘nightclaws’, but they don’t like that very much. In fact, they’re not fond of much at all. See, this brutal lot lost their empire back on Otherworld, so they feel quite intent on setting up a new one here. No matter if we like it or not!
But then darker things came from the Otherworld. Creatures, beasts and things that should have stayed a myth. Things in the dark and the deep ocean that don’t have a single love for the light.
Now, hand me that flask, light a good candle, and I’ll tell you more in a moment…
That’s it for now, since we should give the good Captain a chance to get his breath. He’ll have more to say in a week about what’s to come. That’ll come about on October 27.
Four days before that fateful day took place, no so long ago.
An event that might just happen again…
See you in a week for more from the Captain!
If you’re a paid subscriber. I don’t even come close to having he words for how grateful I am. Thank you. If you’re seeing this as a free subscriber and like what you see, I would appreciate your support. If a paid subscription isn’t to your liking, you can always buy me a coffee!
Last, it’s been said before but I want to say it again… sure, I write for me because I love the stories and settings, but I’m also writing for you. I appreciate each and every one of you.
Now, if you’re wanting a deeper look at Hoist the Colors, take the plunge here at the link: Hoist the Colors. For Windtracer, jump over here: Windtracer: Adventures in Awldor.
Until next time!
-Kummer Wolfe
The Captain us a great storyteller. This is going to be fun!
What a delightful way to learn more about the adventure you have built! Can't wait for part 2.