This Earth is a pirate’s world. Vikings, Mongols and other pirates ransacking cultures have survived thru the ages and live to kill and conquer. Coastal cities are unable to grow to metropolis because of the attacks of the pirates. Nomads and bandits do the same to inland cities. PL:4. SOURCES: d20 Past, GURPS: Alternate Earths (RPG), Many Pirate Movies.
The Vikings sacked Byzantium in the yeat 860, stole the secret of ‘Greek fire’, and went on to loot and pillage the whole of Europe. Technology has advanced; the Norse now have gunpowder and advanced ocean-going ships; now their St—rdrakkars sail the worlds’ oceans as the Norse go a’viking on a world stage. This is a golden age of piracy and adventure on the high seas; Viking raids on India and China.
We have a mixture of religions: with Rome destroyed, Christendom is fragmented; a less-centralised Christianity coexists with Islam and ‘Thorism’, a rationalised religion which has evolved from Norse paganism. Across the Atlantic Moslems battle with the remnant of the blood-soaked Aztec religion.
This would make a great basis for a freewheeling fantasy campaign; just add some magic and a few supernatural monsters! GURPS Vikings would be very useful in this instance, as might other historical worldbooks such as GURPS China, GURPS Russia and the forthcoming GURPS India.