While I don't find the concept of warring magic guilds all that original, I do find where this setting ends up to be so. Who knew warring cabals of magic-users could lead us to pirates and global warming? It is a somewhat unique finish.
That said, I have concerns about the "Sake the Dykes!" campaign. I can't imagine building/repairing levees to save the town in the face of a major storm to be fun for the avg player, though the Bioshock aspect could be oodles of fun. Something about this lacks however. I can think of several things that could be fun about this, but few that make me think this could have huge replay value.
Written well, but lacking in some hooks. A few BG/plot holes would need filling.


Re: Robosnake's review
I definitely agree about the Waterworld concern. It's one I had nagging me in the back of my head as I wrote.