There is nothing so vast and mysterious as the sea. Men have lost their hearts to it, their wits, their lives. It is the pauper's hope and the monarch's bane, a roiling tempest concealed beneath the veneer of azure waves. With every rise, those waves tell a new story - the thunder of cannonade between desperate foes, the seductive wail of a siren's call, the sacrifice of men and ships in a lust for glory, the lure of discovery upon the horizon. And with every fall, those stories close, in fortune or failure or death.
At the heart of the sea, between the monolithic forces of old empires and upstart powers, there lies a vast archipelago, a crossroads for ships from a dozen cultures and treasures from a dozen more. It is the only point of resupply for a thousand miles, the sole safe haven from the wrack and wrath of the angry sea. It is the heart that pumps the sea trade of the modern world, yet it is so much more. For those islands hold secrets also, the treasures of empires long passed and creatures alien to the civilized world.
For all these reasons, and for the pride of conquest, the islands play host to a score of petty conquerors, every power of the Old World seeking a foothold, every navy seeking dominance. A man can make his fortune in such chaos, and so other powers have risen as well, pirates and plunderers of every stripe, picking clean the bones of lost battles or daring to strike at the very heart of civilized power. They are desperate men, treacherous men, yet they have their own codes of honor, and laws that are no less strict than the distant commandments that govern civilized ports.
It is thankful, then, that there are uncivilized ports that they may call home, and none of those is so stalwart in its freedom than Wayfarer's Point, the shining jewel in the jetsam crown of piracy. It is a haven for criminals and entrepreneurs, madmen and wanderers, and it is where you find yourselves now. Welcome to the Crossroad Isles - welcome, to adventure.
Hello everyone, and welcome to our game. I realize the title of thread is a tad confusing, but "The Playground" refers to a rules system I think is very special. The Playground rules allow you to play what you want to play. Almost anything can work. Really. You can play almost anything. This isn't a game where you play as an adventurer and wait for the Game Master to tell you what happens - you write your own tales cooperatively and sometimes competitively with the other players. While you certainly could play a pirate, you could just as well play the governor of a national port, or a member of a repressed native race, a mermaid, or even a child who found a very special map. Or, since there's really no hard limit to the number of characters you can control, you could play all five.
The spoilers below hold a great deal of information, but please don't be put off - most of the sections below cover very specific rules clarifications that have been an issue in the past - the basic rules are fairly simple. Moreover, the mods and veteran players are ready and willing to help people learn the way the game works, so please don't hesitate to submit a concept even if you're unsure how everything fits together. Below, we have the rules for the game, the advice of two of our lead Moderators (not necessary reading, but recommended), as well as a links to a past game.
Now, please, have at it. We look forward to playing with you.
Play currently centers around the port of Wayfarer's Point, a neutral city at the center of the vast archipelago of the Crossroad Isles. While it is open to individuals of every stripe, most would call it a pirate port, for it owes allegiance to none but its citizens, and pirates pay well for the safety Wayfarer's Point provides them to conduct their business. Aside from that, there are but three important things to keep in mind for the setting:
1. No cosmology. Gods and extra-planar realms are completely outside the scope and theme of the game. While you can create religions with your story elements, you can't make living breathing gods. As in real life, the existence of any proper deities is up for speculation and you won't be having tea with them. Some people may, of course, refer to powerful spirits or creatures as "gods". Likewise, you may create Hell, but it's a religious and cultural concept rather than a place you can visit. Shifting planes is a no-go for this game.
2. Technology centers around the real world Age of Sail. If something existed in or around 1650, it probably exists in this world. No steampunk. Actual steam technology may exist elsewhere in the world, but it is not widespread. Firearms exist as per 1650. Single shot pistols, muskets, cannons.
3. Magic is rare and met with suspicion in our Adventure City and largely throughout the world. No real restrictions on if you can be a magic user or what kind of magic you use, but magic IS special and it is not at all familiar to most people. Casually casting a spell at a party is likely to be met with the same reaction as firing your pistol into the air. Absolutely no "wizarding schools".
Players earn three sorts of currencies or tickets which they get to use to influence the game. First, and generally the most appealing, are Advantages. Advantages are anything good for a character you control. Being able to use a kind of magic, being really good looking or incredibly strong, being wealthy, commanding soldiers or a horde of goblins... these are all Advantages. This keeps player characters, whatever they are, roughly as powerful or as cool as each other. It's hard to compare some character concepts, but Advantages let us say, "This character has X number of good things going for them."
Story Elements are another form of currency. These let you add something static to the setting, any one thing. These create NPCs, places, exotic plants or animals, monsters, etc.
Plot Tickets change the setting or put events in motion. You use them to make something happen that your character(s) wouldn't have control over. Plot Tickets also let you create Adventure Sites which let you play Game Master controlling NPCs and fate to lead other players on an Adventure of your creation.
All charaters begin with 10 Advantages, 6 Story Elements, and 1 Plot Ticket
All applications should be submitted in this format:
Full Name, Titles in Descending Importance Age:
Advantages: (itemized and detailed)
While we intend to be inclusive of concepts, writing ability will play a part in the selection process. We will of course make allowances for people whose first language isn't English, but please try and be effective and evocative in your descriptions. Ideally, your application should be long enough to cover everything important, but short enough to keep us interested. Keep in mind that a massive wall of text detailing you full lineage could hurt more than it helps.
While the game is principally free-form, there are rules to govern how powerful characters can be as well as ways to resolve disputes and avoid role playing gridlock. First, any boon, anything that makes a character special is called an Advantage. Your character, being a cut above the common Joe, naturally begins with a few Advantages and you gain more over time. Second, when players can’t agree on how a scene should play out (or would prefer to keep things random) things are decided with a die roll and each appropriate Advantages grant a bonus to each player’s roll. Third, when there’s a dispute over what Advantages are and aren’t applicable, Moderators can decide. Moderators are only there to decide what is and isn’t appropriate for the game and may ask you to edit your posts if you’ve written something your character couldn’t have done either as the product of blatant metagame knowledge or a truly impossible feat.
1. Players own all game currency (advantages, plot tickets).
2. The creation of a Player Character (PC) is free. Players may grant advantages to any PC they control by spending one from their budget.
3. Players gain 1 advantage at the first of each month and 1 at the end of every chapter. Once per chapter, players may be awarded 1 advantage for participation or excellent roleplaying. Bonus advantages may be rewarded to all players for holidays or during particularly lengthy chapters.
4. In addition to the regular players, TheDarkDM will be playing a character whose responsibility it will be to evoke conflict and provide antagonism. To reflect this increased responsibility and the likelihood of becoming a target, he will be allocated a larger starting advantage pool.
5. Moderators decided by consensus when a chapter ends.
6. Players gain 3 Story Elements per chapter. Unused story elements are saved between chapters.
7. Players gain 1 Plot Ticket per chapter. Plot Tickets do NOT carry over between chapters.
8. Moderators are charged with arbitration in the event of player disputes, clarifying rules and monitoring the appropriateness of play and story elements. Story elements will be rejected if they are inappropriate (see below) or conflict with existing cannon. Players may be asked to edit IC posts in the event their character has done something given impossible knowledge or has acted outside the extent of their advantages.
No WAAAGH! – You may not import distinct elements from well known sources. This means no chocobos, no Warhammer Orks, and no alchemists capable of reassembling matter with a clap of their hands. Mods have the power to veto any creation that resembles too closely any part of another setting. The exception to this rule is anything considered standard or iconic fantasy, for example, orcs as described in D&D’s Monster Manual. You may certainly draw inspiration from existing sources, just don’t blatantly rip off something. Riding giant birds into battle is fine, just as long as they’re not yellow!
No Renaming the Rose – Do not create things to be kitschy or subversive. You may certainly create a noble race of orcs with a mystical heritage, but do not make your orcs fair skinned, pointy eared forest dwellers.
It Shall Have a Common Name – If you create something and give it a fantastical sounding name, ensure that it also has a common name that is easy to remember. (For example, “Eladrin” is a fine name, but “High Elves” can’t be misspelled or forgotten.)
Word of Mod – Anything deemed offensive, too silly or just “not cool” can be vetoed by the Moderators. This is especially true for anything that would countermand existing elements in the setting.
Advantages are graded as Common (+1), Uncommon (+2), Rare (+3), Exceptional (+5), Legendary (+7) and Special (No Bonus). The grade of an advantage is decided upon before it enters play and is based on a number of factors balancing how powerful the advantage is versus how often it is likely to be used. Advantages that have a variety of applications and are likely to be used often are probably Common while advantages with a limited purpose are Rare. Uncommon is somewhere in between. Exceptional and Legendary advantages are usually not only limited in purpose, but also in availability. Specifically, advantages related to large items, vehicles, mounts and followers are usually 1 grade higher than normal; location based advantages are 2 grades higher. Special advantages are reserved for a talent or ability that, while certainly useful, doesn't provide a mechanical bonus in a conflict.
Advantages at this grade see frequent use and have such a wide variety of applications that it's hard to consider them all. Rough attributes or descriptors are often Common as are many professions. Common advantages can be used in both combat and noncombat situations. Examples: Strength (+1 to climbing, jumping, melee combat...) Charisma (+1 to bluff, inspire, convince...) Rogue (+1 to sneaking, stabbing, stealing...)
Advantages of this grade are more specific than Common advantages, but still likely to see frequent use. Importantly, advantages that only have applications in combat are Uncommon. Talents and sets of skills are usually Uncommon. Examples: Sword Expertise (+2 to using bladed weapons in combat), a Magic Dagger (+2 when used in combat), Thievery (+2 to sneaking, stealing, disarming traps, but NOT to combat), Education (+2 all knowledge), Charm (+2 in social situations when you employ humor or flattery).
Rare advantages have only one purpose. Combat advantages that only effect a certain kind of target or provide protection against a single element are Rare. Single skills are usually Rare. Examples: A magic dagger enchanted to kill trolls (+3 combat against trolls, +0 against other targets), Fire Resistance (+3 combat if your opponent uses fire against you), Beauty (+3 in social situations when you employ your good looks against characters who find your gender appealing), Stealth (+3 when hiding or sneaking), Arcana (+3 knowledge for magical matters).
Exceptional advantages are typically skills or knowledge sets so specific that it's useless outsides of its domain. Examples: Sleight of Hand (+5 stealing small objects), Botany (+5 knowledge of plants), Cooking (+5 culinary knowledge and preparation).
Scarcely anything qualifies as legendary. This grade is typically reserved for upgraded advantages which would normally be of a lower grade (see Items etc).
Special advantages do not provide any mechanical bonus, but rather allow a character's other advantages to be used in unusual ways. The ability to summon a magical sword to your hand, regardless of where you are would be a Special grade advantage since it allows you to employ your sword advantage when it might otherwise be denied.
Some advantage are more useful than others owing not only to high likely they are to come up in play, but also because of their convenience. A magic dagger is more convenient to have on your person than is a magic battleaxe, thus the axe is slightly more powerful.
Personal advantages are the norm and represent anything intrinsic to a Player Character (PC) and any highly portable or unassuming items or animal companions. While personal effects (like a ring) can be stolen or lost, they can also be traded or loaned to other PCs.
Items that are small, easily concealed or worn inconspicuously on one's person are graded the same as any other personal advantage. Magic rings, daggers, and dress swords fall under this first category. Large, cumbersome or conspicuous items are one grade higher than equivalent personal advantages. Large weapons and heavy armor fall under this second category. You may trade, loan and steal items with/from other characters.
Followers are groups of NPCs loyal to or under the employ of a PC. Unlike PCs, they do not have "plot armor" and can be more easily manipulated and eliminated. Followers are typically minions, guards, crew or employees. Followers may be unable or unwilling to assist a PC everywhere, so advantages related to followers are one grade higher than personal advantages. Examples: Whereas PC swordsman with the Sword Expertise advantage would have an Uncommon (+2) bonus in combat, a group of followers with the same advantage would a Rare (+3) bonus in combat.
Vehicles/Beasts/War Machine -
Vehicles and large animals or monsters are limited by their size and mobility. Because they can't go everywhere a PC could go, advantages tied to a vehicle or beast are considered one grade higher. An advantage is likely in this category if it is too large to fit through a doorway or if its presence would be disturbing, disruptive or flatly illegal, or if the thing simply cannot move on or through normal terrain. Small animal companions and familiars are considered Personal.
Locations are simply never portable. One needs to be in or on the location and able to use its facilities to gain the related bonus. Location based advantages are TWO grades higher than normal. Examples: A Library might function like the Education (Uncommon) advantage, but since it's a location, it would be graded as Exceptional and grant a +5 bonus to anyone doing research within. A castle might have the Defense advantage and bestow an Exceptional (+5) bonus to defenders within its walls against outside attacks (Note: If two characters fought one another within the castle, neither would receive a bonus to combat).
You can take the same advantage multiple times and doing so increases an advantages Rank. You can have up to 3 ranks in an advantage normally; 4 ranks and beyond requires permission from the Moderators. While the mechanical bonus of successive ranks progresses linearly (an uncommon advantage would grant a +2 bonus at rank 1, +4 at rank 2, +6 at rank 3...) the in-game effect varies. For example, a character with a rank in Strength is roughly twice as strong (in terms of weight lifted) as an average human adult and 2 ranks makes him twice as strong again. But, a single rank of intelligence doesn't give a character an IQ of 200. Most ranks progress an advantage by a single standard deviation. As a rule of thumb, if average means you're better than 100 out of 200 people, then 1 rank means you're better than 150 of them and better than 175 of them at 2 ranks.
Use Story Elements to create people, places, races, items, materials, ideas, trends and historical events. Balance the impact or significance of what you’re creating with your level of detail and expansiveness. For example, creating an entire noble family and giving them names, appearances, personalities and a brief history is fine. However, if you created a character that is a cultural icon or immensely powerful, you’d want to make sure that’s all your story element covers. As a rule of thumb, you can be as general or specific as you like when creating a story element, just don’t go off on tangents and detail things not within the purview of your current element.
Examples of Good Story Elements:
• A law that makes it illegal to carry a sword in the city without a permit
• A social trend where it’s unfashionable to wear black clothing to a formal event
• A race of yellow furred scavenger creatures that prowl the alleys
• A magical sword wielded by a hero of a past age
• An unusual metal renowned for its strength and light weight
• A war fought between two nations a century ago
Created through the use of a Plot Ticket, Adventures are short stories that the creator GM's for a select group of other players, using a location they have created, a public location, or another player's location with that player's permission. The player running the Adventure is awarded an Advantage at its completion, and has the power to award a set or free Advantage to the players involved. Each player may run one Adventure per Chapter.
The DOs and DO NOTs of Role Playing
DO use proper grammar, spelling, punctuation, etc, etc. For example: “This is a properly spelled, properly punctuated sentence.”
DO NOT use chatspeak, leetspeak, or any other form of internet/texting jargon in any post anywhere in the game. For example: “r u srs” will only get you mocked.
DO write posts that facilitate gameplay. If someone is talking to you, talk back! If you have a creative new thing to build, build it! Posts that facilitate gameplay are staples of any good game.
DO NOT write yourself into a corner. If all you ever do is write pages and pages about yourself, and never interact with anyone else, chances are the others in the game won’t want to interact with you.
-And as an addition to that, DO NOT expect everyone else to come looking for you. Haven’t been talked to in a while? Don’t complain about it, go out and find someone to talk to! Writers don’t like being made to feel as if they’ve been negligent, and if we haven’t talked to you there’s probably a good reason.
DO be courteous to the other players. IC, OOC, over PM; a little teasing is acceptable, but being downright nasty only makes people feel upset and isolated, and can bring any game to a grinding halt.
DO NOT make baseless accusations against other people. It’s mean, it’s not funny, and again it can bring any game to a grinding halt. If someone plays a sneaky character, don’t accuse them of “metagaming”; if two characters who are friends tell each other things they’ve seen, don’t accuse them of “conspiring”.
-As an addition to this, DO take your perceived issues to a PM before airing your dirty laundry in the OOC threads. If someone had a problem with you, I’m sure you’d much rather they speak with you in private, as opposed to rounding up all their friends and forming a schoolyard gang to confront you; show others the same respect.
DO take serious issues to the mods. If you have found that a serious issue cannot be resolved between yourself and another character, PM a mod. That’s what they are there for, to keep the game running smoothly and to ensure that everyone is having the most fun they can.
DO feel free to ask for clarification! If you’re confused about someone’s post, have a question about the rules, or need something explained, please either PM a mod or post your question in OOC to have it cleared up. Playing when you’re uncertain about something can lead to even more snarls and confusion and make everyone irritable.
DO let the other players know if you’re going to be gone for an extended amount of time, so that they can adjust plans accordingly; there’s nothing quite so disheartening as being suddenly and inexplicably stuck in a conversation with a person who up and disappears for a week.
DO NOT use cliches, whenever you can avoid them. The point of a game like this is to be creative, so sticking to “tried and true” personalities, appearances, whatever for your person isn’t going to be inspiring to other players.
-However, DO NOT make a person whose sole purpose appears to be creeping everyone else out. Try to keep it PG-13; when your posts make everyone else shudder and avert their eyes, you’re doing it wrong.
DO have a good time while playing. Having fun is key to a good writing experience.
The First Clarification
Let's talk about advantages!
Advantages vs. Play is always and ever the tricky part of this game (that and time skips).
I made a rather large post concerning advantages in the Playground 2 OOC Thread, but I'll go over the basic points again here.
As stated previously in the thread, the power of any given advantage is inversely proportional to the number of situations in which it can be used. For the most part, generic-sounding advantages like "Wealth" or "Cunning" can easily be used in a large variety of situations. Something like "Machinist I" can be used only if there is complex machinery that can be manipulated to your advantage. In other words, in order to use "Machinist I" in combat, there needs to be some kind of complicated weapon or tool present that the Machinist could use to hurt someone - a steampunk coffee machine or a regular hammer doesn't count. Conversely, "Strength" can almost always be used in combat and many other situations besides. Something like "Dragonslaying" can only be used against dragons, and thus would provide an even bigger bonus than Machinist I. Something that can only be used one time, like "Death Curse" would be a Unique advantage that would grant a huge bonus to the one roll you'd be allowed to use it for.
Characters do not *ding* like they do in MMORPGs. For the most part, it is better for you to write the gaining of an advantage into a story. From what I understand, this is actually the entire point of the Adventure mechanic, which is new to this game. If you want your character to be an absolute badass, my personal experience has been that it's easier to start out by saying that your character has suffered some kind of major setback recently and is not in the very best shape - this makes rapid advantage gain more believable as they get back into practice, recover from their injuries, find their lost equipment, etc. Alternatively, you can start the character as moderately badass and have them work their way up - and this seems to be the route most people are taking for this game, which I think will turn out to be to everyone's benefit.
You can, if you handle it very carefully, act like you have more advantages than you do, so long as there's no functional effect on the other players. This is tricky and generally avoided, because if your character is supposed to be an earth-shakingly powerful sorcerer but only has one rank in a magic advantage then you have to come up with a reason why he can't make the heads of his enemies explode when pressed, and this can be trying on everyone involved.
Those are just personal advantages. For something like the Ritzy Gambling Den that you describe, that's a Locus advantage - we stopped using the term after Playground 1, but basically a Locus advantage is the ownership of a structure, area, vehicle (such as a ship), or other special property that counts as an advantage. To give two examples, Captain Stray (Nefarion Xid's character) and Cristophe Marane (ForzaFiori's character) owned a smuggling ship called the Red Wind and an inn called the Dragon's Alcove, respectively. These served as functional and logistical bases for them.
The basic Locus is assumed to provide some kind of defensive bonus for you when you're within it - a home field advantage, basically. It is also assumed to provide one or two common-sense functions that you can use. For instance, if you own an inn it's assumed that you can use it to house guests, feed people, etc. If you own a ship it's assumed that you can sail - although collecting a crew was an amusing sub-quest for Stray.
In order for your Locus to do something special besides exist, though, you have to invest more Advantages into it. Want special magical wards on your Locus? That's an advantage. Want a series of traps and hidden chambers and whatnot? That's another advantage.
There's no limit to the scale of the locus in question. You could own a whole palace or castle, but with just one advantage it won't be a better defense than that inn down the street - it's assumed that some kind of problem keeps a structure that should obviously be a better defensive fortification or more lavish residence from functioning as it should until more advantages are in place - just like with characters that are supposed to be tougher than their number of advantages will allow. If you are thinking about buying something as grandiose as a castle, you may want to store up advantages and spend several at once.
However, your Super Gambling Den doesn't seem like it needs the extra 'zing' right away. Just keep in mind two things:
1. No matter how many guards you've hired, it's probably not more than a +2 defensive advantage in combat until you put more ranks in it.
2. It can't be used to gain you infinity wealth ranks.
I don't think you were going to try any hanky-panky with the Den, and in fact it looks to me like you've done a pretty good job with it, but I figured I should post this anyway.
The Big Lesson
But at the most basic level, advantages really only serve two functional purposes. They define something special that your character can do or that your character possesses, and they offer a bonus during contests.
The first is story related - if your character can use Battle Magic, then that's it. They can use Battle Magic. There are no hard rules about how many times per day it can be used, memorizing spells via strange Vancian systems, or anything like that. It's part of the charm of this game.
For that matter, it's considered polite for other players to acknowledge your advantages, and not to contradict them. If your human character has the Beauty advantage, another player should never call them ugly (unless they are a member of some truly alien race that would consider ALL humans ugly). Similarly it's up to you to remember that your advantages have limits. One rank in Battle Magic (Fire) does not allow Claye to blow up a castle. One rank in Strength makes you Really Strong - but not Superman strong. One rank in Illusion Magic (do we have illusion magic yet?) does not allow you to turn Taelarys into your personal circus - in fact, you can't even turn invisible, since that would be a separate advantage. Common sense should rule.
Player versus Player
Players are encouraged to interact with each other - but given the nature of the setting and the game, player characters will enter into conflict eventually (although not as often as you might think).
When this happens, two characters may end up pursuing the same goal, whether it's "be the first to get to a certain location" or "defeat the other guy." And when that happens, there are two ways to resolve it.
1. Prior Agreement
2. Contest Roll
These rules have been listed before. You simply gather up all advantages that you can use in the contest, add together all of the bonuses, and roll against each other. Outcomes should probably be agreed upon in advance. Then, it's up to the two players how the results play out. Frequently, one player will write for multiple characters, with the consent of the other players involved.
With that in mind...
There is one other rule to keep in mind - while you can store up as many advantages as you want, you cannot spend them right before a Contest Roll, because that would be unfair and silly.
For instance, if Claye and Tarin were actually to get into a personal fight, Claye can not burn an advantage right before the roll to gain Tarin Stomping (Unique Advantage: +5 vs. Tarin) and swing the roll her way. While that's an over-the-top example, she also can't use it to gain something common, like Agility.
So what if you want to keep an ability secret? Just spend it in advance and say it's a secret. At that point, it's up to the other players to remember that their character has no knowledge of that advantage.
One last odd segue
Which brings me to one final point - while this may be the most difficult part of roleplaying, please keep in mind the separation between what you know and what your character knows. In Playground 2, some players had difficulty with this concept, and every time 'metagaming' occurs it damages the story.
For instance, no one should really know about Claye's Sorcery powers without having access to some pretty confidential Machinist Guild data or some extensive travel to areas where she made a stir (outside the city). So if your character sees her on the street, it would be bad form to call out "Hey! You! Illegal Rogue Mage Lady! Yeah, you with the headband and toolbelt! I'd like to talk to you!" It's not only nonsensical, but frustrating. And given the setting, there will be a *lot* of secrets, so this is something to keep in mind.
That was a huge infodump, and probably unnecessary, but it represents the sum total of everything we've learned about the system from watching it in operation. I hope it helps.
The Second Clarification
To reemphasize some points that inevitably will need repeating...
No Metagaming - This goes double for things about other player characters that are clearly spelled out to be secrets!
Take a look at a character's profile before you interact with them. If they have an advantage like Intimidating, then your character should be a little cowed or nervous around them. If a character is Charming, laugh at their jokes because they probably have good comedic timing even if you don't think it was written that way. Even if your first instinct after reading a Charming character's post is, "This guy is boorish and nothing he said is clever!" it's your responsibility as a good roleplayer to consider that your character might have actually found this guy to be every bit as witty and sophisticated as another player says he is. Of course, if a supposedly charming character is consistently played as atrocious, then that's a failing on the part of their writer and that can be addressed!
No Godmodding - This is what your advantage bonuses are for! The Conflict Resolution Mechanic does exactly what it sounds like. Use it. It's there for a reason.
Bad Roleplay Scenario A
Aldric's player posts that Aldric is observing Baldwin's secret meeting from the shadows.
This is poor roleplaying because, though Aldric may be a Stealthy character, his player has already jumped ahead and supposed that Baldwin has not spotted him so far.
Bad Roleplay Scenario B
Aldric, having waited for Baldwin outside his estate, follows him on his way to the meeting, careful to keep a safe distance and blend in with the crowd.
Baldwin spins around with his rapier leveled at Aldric's throat and demands to know why he's being followed.
Here, Baldwin's player has neglected to account for, not only the sensible description of how Aldric is tailing him, but also that Aldric has the Stealth advantage and should be quite good at such a thing.
Good Roleplay Scenario
Aldric, having waited for Baldwin outside his estate, follows him on his way to the meeting, careful to keep a safe distance and blend in with the crowd.
((Baldwin's Player - Baldwin isn't perceptive, but he does have his guards with him. I'm going to roll to see if they notice Aldric. /roll 1d6+1))
((Aldric's Player - Sure, I have the Stealth advantage so... /roll 1d6+2))
IF Baldwin Wins - He notices he's being followed and spots Aldric.
IF Aldric Wins - Baldwin is blissfully unaware that he's being observed.
IF They Tie - Becoming paranoid, Baldwin takes a sudden shortcut, giving Aldric the slip. Aldric, however, remains unseen and Baldwin isn't certain he was being followed.
This is fair because both players are allowed to post the stakes for the conflict and decide the outcome fairly with a die roll. Alternatively, they can simply decide OOC how the scene plays out ahead of time.
Name: Lucrezia Chevalier, First Mate of Captain Ramsay Blake, Wrath of the Sea, The Last Cerulean Age: 27 Affiliations: Captain Ramsay Blake, Pirates of the Crossroad Isles, wanted by the nations of Tirac, Sasana, and Ismar
She stands at a moderate 5'5", with streams of wavy black hair pouring out from her head. Two short elven ears poke out from under the black mass, which is wrapped around nicely with a red bandana. Hanging from her ears are two small anchor-like symbols, whose sides are tapered like fishhooks. Her hair parts over her left eye, making her right eye the more visible of the two. She has a hat and coat available to wear, but seldom does, unless she needs to dress pretty for a meeting of the Pirate Lords. Wrapped around her waist is a corset, whose upper half is held up by two crossing leather straps which wrap across her shoulders. Her upper arms are covered in what looks like sleeve warmers, but of a light cloth material, dyed white and strapped to her forearms. Her waist is wrapped by a lovely silk-red cloth, tied in a knot. To her left side is her sword, a shimmering scimitar which constantly drips with sea water. Starting from the left, a skirt reaching to her heels begins to form from cloth beneath black leather straps in a quarter spiral, covering her left leg but exposing the other. Her feet are covered by leather, knee-high black boots.
She seems cold and distant, but has a deep-seated rage built of spite and desires for revenge against those who wronged her. She is typically blunt and straight to the point, though if she can respond in a way which does not require her to speak, she often will. In battle... she is a completely different story. She seems to take on the wrath of the sea itself, becoming a living maelstrom against her opponents. She seems to be in a graceful dance, swinging her sword with furious grace and terrible wrath, the sea itself rising in accordance to her mood.
Lucrezia Chevalier was the former scion of a small Kingdom, the Kingdom of Cerul. The Ceruleans made their wealth on trade amidst a sea of many venues. It was a small organization, but one which grew prosperously. Unfortunately, as it normally is amidst these tumulus waters, any speck of wealth becomes immediately noticed, and craved. The Kingdom of her parents had acquired the attention of an Orkish Nation, who stormed her small nation and took it under their banners. Though to no avail, they fought valiantly against their foes. Knowing they could not last against the green-skinned brutes, the kingdom appealed to the their ally Tirac. Their pleas fell on deaf ears, for the aspiring nation didn't want to involve themselves in what would escalate to all-out war between the two. Abandoned by their allies and besieged to the brink, the royal family set sail into a storm, forced to tempt fate or meet certain death at green hands. Lucrezia woke up beneath the body of her dead parents, bruised and physically exhausted, but alive. She dragged herself from the ship, and found it crashed amidst the shores of a long forgotten isle. She suffered alone, exiled from the life she knew, and angry that she could do nothing about it. Despite her anger, she did explore the small isle, feeding herself off of the food rations left in the ship. She soon found a series of caves, and upon exploration and use of makeshift torches, she found an ancient series of ruins. The walls were covered in old runes and pictographs. As she explored further, she came across a great antechamber, with a statue of an old, wise man; his hands wrapped around an ancient sword, which she promptly pulled out. A figure appeared before her eyes: it took a shape similar to the statue of the old man before her. She had stumbled upon the tomb of a long dead Druid, who once held command of the wrath of the seas himself. The two communed, and decided that the both of them wanted off this miserable isle. To do that, the Druid decided to train her in the old ways, his ways, the ways of a Druid. For the sake of utilizing the blade, he also trained her in the ways of fencing, albeit a much older and serene form, but just as deadly an art. After exploring her aptitude for Nature magic through a series of simple spells, he taught her how to summon a great creature of the sea to her side, and bond with it as a companion of Nature. Her scorn, anger-ridden heart called out through the depths, and a Dragon Turtle answered her call. With sword in hand and what dress she could fashion from the remains of the long dead, she took to the sea, sitting atop her mighty beast. She soon found civilization, and pondered what to do. She wanted revenge over what happened, desiring those responsible to feel the very wrath of the sea, infused with her own anger over the event. She soon came to the realization that she would need an ally, a strong ally, someone who would not shake at the sight of a nation. That ally... would be Ramsay Blake. She grew a reputation for herself, fostering it with care as she ruthlessly took out trading ships with ease, collecting their treasures and stashing them to the isle she crashed upon, filling the long abandoned tomb with her spoils and riches. After a year of good old pirating, she soon sought after and tailed The Wraith itself, calling out the Pirate Lord with a great bellow from her Dragon Turtle. She gathered his full attention, acquiring a place at his side, and soon, the power she would need to 'venge herself over the transgressions of the past.
I Artifact Sword, "Aquarius" (Uncommon): It is a Druidically enchanted sword, with the spirit of a Druid bound to the blade itself. When one holds onto the sword, it feels as if the power of the sea's anger itself is yours to command. Blows dealt by this blade feel strong and powerful, like the crashing of waves.
I Combat Expertise "Druid's Dance" (Uncommon): She's developed a strikingly beautiful type of swordplay, combining something of a dance with the ruthless cutting edge of a sword. Typically, the sword is a scimitar, although any kind of curved blade will do. It's a haunting dance, one which can mesmerize just as easily as it can kill.
I Agility (common): She can move quickly and deftly, able to dodge blows and move with surprising speed.
I Beauty (Rare): Despite her rather curt transformation from Royalty to the life of a Pirate, she has kept up her appearances. She made sure to wash every day, keep herself tidy with what cosmetic supplies were left from the wreckage; brushes, combs, various implements of those kind. She remained tidy despite her situation, and it's something she carried with her as a pirate. She's a radiant beauty, just as the sea is still with crystal clear waters. Even under the most fearsome of Captains, she is perhaps his opposite, the radiant beauty to the fearsome man she works for.
-I Gale (common): It is a simple blast of wind, able to make enemies unstable with its sheer strength, making them fall onto their backs. It can also be used as an alternative source of wind when there is none to speak of, allowing ships even in dead waters to sail.
I Dragon Turtle:
-I Steam Breath (uncommon --> rare): Dragon Turtles can release a blast of superheated steam, usable under and above water.
-I Capsize (uncommon --> rare): Dragon Turtles are fearsomely strong creatures, able to ram and capsize whole ships.
-I Speed (uncommon --> rare): A Dragon turtle cuts through the water with surprising speed for its size, able to keep up with fast ships easily.
-I Toughness (uncommon --> rare): Armored Juggernauts of the sea, Dragon Turtles have tough shells, streamlined for aqueous navigation, but harder than the strongest hulls of ships.
Cerul: Cerul was a former trading Kingdom, dabbling in various kinds of trades and crafts. It was taken over by the Orkish empire, and remains in their control.
Druids: Long ago, there existed powerful men with control over the natural elements. These people were called Druids, and their power was mighty, and well respected. They were allies with the Ancients of old, and presumably fell with them as the Ancients went into decline.
Druid's Isle: It is the isle that Lucrezia crashed upon, and the one she uses as the stash for her treasures.
Rayle "the Charmed Bancross
Advantages Rogue I (Common) Cunning II (Common) Agility II (Common) “Archaeology” Expert I (Rare) Brawling I (Uncommon) Artifact, Aethersprite I (Rare) Foresight I (Uncommon) Well-Traveled I (Special) Story Elements The Ancients
Originally Posted by Milo v3
Amon Kedra, Dark Miles
A stealthy islander who has been tainted by a strange beast as a child. He is currently on the run from a cult of assassins, using his taint to help his escape. Advantages Afflicted Gift [Shadow Step] II (Uncommon) Agility II (Common) Assassin I (Uncommmon) Body Guard I (Rare) Keen Senses I (Common) Rogue I (Common) Thievery II (Uncommon) Story Elements Island of Koran, Blight Bringers, Afflicted, Stained Souls
Originally Posted by BladeofObliviom
Jacob Rackham, Privateer of Tirac and Captain of the Plunderer's Folly
A charismatic, brash, and heroic Tirian Privateer, Captain Jacob Rackham sails the Plunderer's Folly in a campaign against villains and enemies across the seas. AdvantagesVehicle, "Plunderer's Folly" Armored I (Rare) Cannons I (Rare) Charisma II (Common) Cunning I (Common) Weapon Expertise [Pistols] II (Uncommon) Sailors I (Common) Weapon Proficiency I [Pistol] (Uncommon) Story Elements Tirac, Florin, The Tirian Rebellion
Originally Posted by TheDarkDM
Ramsay Blake, Captain of the Wraith, Pirate Lord of the West and Scourge of Kartish Affiliations Wayfarer's Point Admiralty Board, Pirates of the Crossroad Isles Advantages (Blake) Charisma I (Common) Dexterity I (Common) Sailor I (Common) Reputation III (Common) Intelligent I (Common) Artifact Sword [Stormreaper] II (Rare) Charming I (Uncommon) Cunning II (Uncommon) Combat Expertise [Swashbuckling] II (Uncommon) Combat Experitse [Pistols] I (Uncommon) Combat Foresight I (Uncommon) Intimidating I (Uncommon) Ship (Special) Wealth II (Special) Speed [The Wraith] II (Uncommon) Cannon [The Wraith] III (Rare) Fear Aura [The Wraith] I (Rare) Unbreakable Mast [The Wraith] I [Unique] Followers [Pirates] II (Common) Combat Expertise [Swashbuckler, Pirates] II (Uncommon) Combat Expertise [Fire Arms, Pirates] I (Uncommon) Advantages (Uriah) Charisma I (Common) Charming I (Uncommon) Weather Control II (Uncommon) Wood Weaving I (Uncommon) Beauty I (Rare) Advantages (Khallra) Pirate I (Common) Strength II (Common) Combat Expertise [Axes] II (Uncommon) Intimidating I (Uncommon) Pain Mastery I (Uncommon) Advantages Banker I (Common) Intelligent II (Common) Deceitful II (Uncommon) Story Elements Dryads, The Ismar Federation, Kartish, The Eye of Yemnas, Minotaurs, The Wayfarer's Point Admirality
Originally Posted by GuyFawkes
Clive "Rhadamanthus" Stromme, Dispatch of the Order of Fire and Steel, Rhadamanthus of the Gunslingers, Wielder of the True Legendary Arm Peacemaker
Rhadamanthus? A Gunslinger from the Order of Fire and Steel? I dinnae know who or what in tarnation yer yappin' about, but if yer lookin' for a Clive Stromme, he's that noisy drunken punk over there at the back. Advantages Cunning II (Common) Agility I (Common) Perception I (Common) Gunsmith I (Exceptional) Firearms Expertise III (Uncommon) Peacekeeper II (IRare) Story Elements The Order of Fire and Steel, Forbidden Arms, Vance G. Anhauser
Originally Posted by Swordslinger
A bright young man skilled at navigating who has spent most of his life at sea. He indecisively travels from port to port while pondering about the future unable to let go of the past yet afraid to face it. Advantages Charm I (Uncommon) Intelligence III (Common) Navigation III (Uncommon) Swordsmanship II (Uncommon)
Well traveled I (Uncommon)
Originally Posted by Tebryn
Ambassador Vasae Affiliations The Elven Confederacy Advantages Agility (Common) Beauty I (Rare) Cunning II (Common) Evocation [Arcane] II (Uncommon) Illusion [Time Stands Still] I (Uncommon) Perceptive I (Uncommon) Wealth I (Special) Story Elements Elves, Evocation, Elven Confederacy, Illusion, The Elven Embassies, Varden
Originally Posted by Valgunn
'Arabella', the Red Dragon of the North
The beautiful fire dancer of the north with the mysterious past and present travels the New World chased by rumours of the Red Dragon of the North! The Old World still calls to her though as the brother she's always had takes up the mantle of the explorer to scour her new home! Advantages Intelligent I (Common) Entertainer I (Uncommon) Well Travelled I (Uncommon) Flight III [Dragon Form Only] (Uncommon) Size I [Dragon Form Only] (Uncommon) Strength I (Common) Toughness I (Common) Alternate Form I (Special) Story Elements The City-States of Byling, The Guun Family, The Cacophonous Contrivances, The Dragons
Originally Posted by LongVin
A second born son of a noble who branches off on his own as a conquisitador for fame, gold and glory...and also god. Advantages Magic Sword II (Rare) Wealth I (Special) Knowledge I (Common) Linguist I (Special) Ship Regulus' Fortune I (Special) Soldiers I (Rare) Sailors I (Common) Follower II [Lieutenant Amadeo Corsi] Story Elements The Most Serene Republic of Latium, House Benso, Church of Regulus, The Mercian Empire, The Island of Capriano, Lizardfolk of Capriano
Originally Posted by hi-mi-tsu
That is all.
Originally Posted by DoomHat
Kraken Slayer Hakuhale Affiliations Fishing communities around the archipelago, mercenary groups, free traders, and fellow Driftfolk. Advantages Brawn II (Common) Augury II (Uncommon) Weapon Proficiency [Harpoon] (Uncommon) Obsidian Tipped Harpoons I (Uncommon)
Sea Lore I (Rare) Reputation (Special) Blood Bargain Story Elements Driftfolk, Sea Devils, Orks, the Sasana Empire, the Sasana Royal Navy, The Objectionist Reform Church of Azathoth
Originally Posted by Xondoure
Jonathan Hearth, the Red Wizard
They say that the Red Wizard burned a fleet singlehandedly, that he defeated a dragon and drank its blood, that he sold his soul to a demon in exchange for ultimate power, and that only he knows the secrets of the greatest sorceror to ever live: Visald the Wise. Of these, only the last is strictly true. Advantages Evocation, [Fire Manipulation] I (Common) Enchantment, [Red Flames] I (Uncommon) Iron Will I (Rare) Imposing Will I (Common) Healing I (Special) Movement [Fair Wind] I (Uncommon) Charming I (Uncommon) Educated I (Uncommon) Intelligent I (Common) Cunning I (Common) Story Elements Visald the Wise, The Ring of Lore, High Magic, the Path of Life, The Path of Enchantment, the Path of Fate
Originally Posted by Kasanip
Bukiya Inn, Non, and Mystletinn Affiliations Wayfarer's Port, Adventurers, and Legendary Swords Advantages (Non) Charisma I (common) Composed I (Rare) Blacksmith I (exceptional) Perfect Memory I (Special) Swordswoman I (uncommon) Well Travelled [Bukiya Inn] I (Exceptional) Weapon Merchant [Bukiya Smithy] I (Legendary) Advantages (Myst) Evocation [Air] I (uncommon) Alternative form [Artifact Weapon] II (Rare) Story Elements Bukiya Inn, Artifact Spirits, Majiran and the Adventure Guide
Originally Posted by Hydranova
Morgus, the Masked Magus
On the run for the assassanation of an Earl. Currently seeking asylum in the lawless lands of the Crossroad Isles, looking for a ship at Wayfarer's Point. Advantages Evocation [Cryomancy] II (Common) Evocation [Fulgurmancy] II (Uncommon) Mask of Millon Jaar I (Special) Bluffing I (Uncommon) Run Away II (Uncommon) Fisticuffs I (Uncommon) Intelligence I (Common) Story Elements Gauntlet of Grisson, The Consort of Neptune, Pirata Luminum
Originally Posted by C'nor
Captain Kessia Harket of the Firebrand, Privateer of Tirac*, Ash Queen of the Gilded Sea
Pyromaniac pirate turned Privateer of Tirac. Advantages The Firebrand [Vehicle - Ship] (Special) Fire Resistance [Firebrand] I (Legendary?) Dragon's Breath [Firebrand I (Rare?) Pivot Mount [Firebrand] I (Special) Cannons [Firebrand I (Rare) Followers [Crew] I (Special) Sailors [Crew] I (Uncommon) Expert Marksman [Pistol] (Uncommon) Coal [Pistol] I (Uncommon) Cunning I (Common)
Originally Posted by le Suisse
Andrew Nickolaï "Old Nick" Fleam, Most "Honorable" Judge of the Pirate Court
The highest magistrate of Warfarer's Point after the Pirte Lords was buccaneer before becoming judge. Not enough of his foes thought at how he got so old in such life-threatening positions Advantages Request (Quantum)
Originally Posted by monkyman640
Gurlock Sjklin (Micah Pompinjay) Advantages Shapechanging I (Special) Charm II (Uncommon) Cunning II (Common) Intelligent II (Common) Wealth II (Common) Followers I (Guards: 10) Weapon Expertise [Sword, Guards] I (Rare) Story Elements Shapechangers
Originally Posted by Geckus
Tillik, Kodari Blade-master, Soldier of the Koda Hive
Buried beneath the fearsome exterior of this deadly dragonfly warrior is a mind full of curiosity and wonder about the many peoples and places of the world. Advantages Strength I (Common) Tireless I (Common) Flight I (Common) Exoskeleton I (Uncommon) Fearsome Reputation I (Uncommon) Unwavering Dedication I (Uncommon) Natural Weapons I (Uncommon) Weapon Expertise [Kodari Resin Blades] III (Uncommon) Story Elements The Kodari; The Koda Hive, last refuge of the Kodari; The Sunken Tower of Ib; The Harrowing Organ
Originally Posted by Lonewolfe208
Joshua Torres Affiliations The Pride of the Wolf Advantages Agility II (Common) Dexterity III (Common) Weapon Expertise III [Swordsmanship] (Uncommon) Nox & Mane II (Rare) Story Elements Narian Torres, Nox & Mane, The Pride of the Wolf, Duelist fighting style (Rapier & Scimitar)
Originally Posted by Nefarion Xid
Marquis Lucien Cielcoeur Advantages Intelligence III (Common) Cunning (Common) Charm (Uncommon) Wealth (Special) Strength (Common) Thievery Workshop (Exceptional) Security (Rare) Uialuin the Blue Shadow [Magic Sword] (Rare) Story Elements Castle Greycourt, Moonsteel, Languages
Originally Posted by TechnOkami
Lucrezia Chevalier Affiliations Captain Ramsay Blake, Pirates of the Crossroad Isles, wanted by the nations of Tirac, Sasana, and Ismar Advantages Artifact Sword "Aquarius" II (Uncommon) Gust I (uncommon) Storm I (uncommon) Steam Breath [Dragon Turtle] II (uncommon) Capsize I [Dragon Turtle] (uncommon) Speed II (uncommon) Story Elements Cerul, Druids, Druid's Isle
Originally Posted by Lord_Asmodeus
Hassarr Wavecutter, Seawolf, Maneater Affiliations Captain Kessia Harket and her Crew, his old Merrow school which migrate through the area for a couple months every year. Advantages Strength II (Common) Natural Weapons I (Uncommon) Twin Pistols I (Rare) Aquatic II (Uncommon) Hunter's Tongue I (Exceptional) Extra Senses I (common) Cutlass I (Rare) Toughness I (Common)
Story Elements Merrow, The Shivertide School
Originally Posted by LadyLongshanks
Veldin, Elven Pariah Affiliations The Elven Confederacy Advantages Agility I (Common) Stamina I (Common) Strength I (Common) Intimidating I (Uncommon) Fighter II (Common) Toughness I (Common) Iron Will II (Rare) Infamy I (Uncommon) Story Elements The ir’Kessler family, The Yak People, City State – Wooodun, New Celona
Hopefully once the wiki goes up this will no longer be necessary.
Yumm, fish waffles...
Anyways down to business. Jonathan shall be talking in Red with Sienna being used for flashbacks prior to his acquiring of the ring of lore.
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."
@ Valgunn: I think it sailed over his head... ...get it?
Anywho, this little fishy is sleepy, and will have a nine hour car drive ahead of him to sit and type on a small little iPhone, introducing my character for these sea-faring shenanigans. Until then, goodnight my fine fishy fanfaronade.
Jacob Rackham, Privateer of Tirac and Captain of the Plunderer's Folly
Affiliations: Nation of Tirac, Himself
Physical Description: (Picture Warning)
With black hair and fair skin, Jacob Rackham's features contrast in a striking manner. He has green eyes, which are usually just a bit bloodshot due to lack of sleep and accidental exposure to Lemon Juice. His tongue and teeth are in somewhat poor condition due to said Lemon juice, but he also looks unusually healthy for a Sailor who would otherwise likely develop Scurvy. The man is well-built, if for litheness rather than strength, and stands just a hair under six feet.
He typically dresses in blues and whites, and lacks a hat, applets, or any other method of identification as the Captain of a ship. However, given the quality of the fabrics in said clothing, it can be ascertained that he's a noble and thus likely in charge. He carries a Pistol at all times, in a manner befitting a Naval Captain.
Jacob is brash, arrogant, and often ignorant of key information that he really should have learned before getting into a situation in the first place. Despite this, his heart is usually in the right place, and he really does have an interest in helping others and making the world a better place.
In primarily social situations, his arrogance tends to come off more as confidence and well-deserved pride in his accomplishments, making for a more likable fellow. While not the most well-educated person around, he can be very witty and snide, and is somewhat used to being the life of a party. However, he's hardly just some Noble playing the glory hound: He's spent most of the last several years abroad, and has hardened in that time. His aristocratic sensibilities are all but gone in normal company, and he isn't afraid to get his hands dirty or drink like the common rabble.
In a fight, Jacob's sensibilities become downright boisterous, and he freely throws taunts around and plays dirty. In a duel, he might well turn and fire just a bit early if he thinks he can get away with it...
Still, however, Captain Rackham prefers to talk his way out of a situation if at all possible, and usually only uses violence as a last resort. Except against Pirates. He's been slaughtering them for so long that they'd best surrender on their own: He won't ask nicely first.
Jacob Rackham was born a minor noble in Tirac, giving him easy access to an education. Despite this, he did not take the route that his parents intended at all. Rather than continuing his education, building upon his parents' holdings, and settling down with a lady in Tir, he used his societal advantages for a different purpose. At the age of 20, he successfully gathered enough funds to purchase a ship and hire a crew.
Given his already pronounced talent with the Pistol and the fact that he already had a ship and crew, there was little that his parents could do to stop him from signing on as a Privateer with Tirac's Navy.
Over the next six years, he made something of a name for himself by capturing almost a hundred ships previously owned by Pirates or one of the Nations that Tirac was at war with. He frequently sold these ships right back to Tir's Port Authority, fueling Tirac's war effort and making himself a significant profit in the process. He eventually used these funds to upgrade the Plunderer's Folly with additional cannon racks and armor. Of course, all good things come to an end.
In a recent battle with a prominent Pirate Lord, a Boarding Action by the Pirates nearly took control of the ship. While a lucky cannon shot to the invaders' gunpowder supply forced the attackers to retreat or risk losing their Flagship, he nearly lost his own, and the only port he could possibly reach before the ship sank was Wayfarer's Point. And he barely has enough on the ship to pay for repairs...
Vehicle, "Plunderer's Folly":
Description: (Warning, Large Picture)
The Plunderer's Folly is a fairly advanced design of Galleon, purchased using a portion of a Noble's fortune. It has multiple rows of cannons, a well-stocked armory, a cargo hold, a Captain's Cabin and Crew's Quarters, and unusually, iron plates placed at key points to increase the ship's durability. It flies the flag of Tirac, though Rackham has the flags of other nations stored in the cargo hold for situations that call for deception.
Armored I (Rare): The ship is abnormally difficult to sink, and laid out well to favor the defenders in the event of a boarding action.
Cannons I (Rare): ...Not much more needs to be said.
Charisma II (Common): Jacob Rackham is somewhat attractive and has a wonderful way with words, which gives him an edge in social confrontations. Further, his brash confidence tends to intimidate those who find themselves arrayed against him, and to inspire those who call him an ally.
Cunning I (Common): While Rackham never particularly cared about his education beyond necessary Mathematics and Literacy, he's certainly not the fool that he is occasionally taken for. He prefers to talk his way out of problems, but even if talking fails, it usually buys him time to come up with a plan, which can be the deciding factor in a difficult fight.
Weapon Expertise II [Pistols] (Uncommon): Jacob has spent much time on a ship, fighting Pirates, other Privateers, and even Navy-men. As such, he has learned how to survive a gunfight, by taking advantage of cover and battlefield conditions as well as aiming. He is also quite proficient in the maintenance and usage of Gunpowder-Based weaponry such as muskets and cannons, but is not properly trained with a sword.
Leadership II, Privateer's Crew: The Crew of the Plunderer's Folly is loyal to Jacob, having been seasoned fighting alongside him. Unlike many other Privateers, he stays away from the lash except in dire circumstances, and prefers assigning extra duties as punishment. This has resulted in a loyal, competent crew that works together fairly well and trusts their commander. Some members of the crew are exclusively there as Sailors or Navigators, but most are at least trained in the use of a Sword and Pistol, meaning that the crew is capable of defending their ship against boarding actions. (Advantages: Sailor (Common) and Weapon Proficiency [Pistol] (Uncommon))
Tirac is an unusually progressive coastal nation about 100 leagues West of the Crossroad Isles and 50 leagues to the North. Birthed in the Tirian Rebellion of (94 years prior to whenever the current year is), Tirian forces have expanded and developed enormously. Tirian Caravels and Frigates dominate the waters around Tirac and Florin, and maintain a high presence in the Crossroad Isles and other nations. Tirac is currently expanding at an alarming rate, building cities on various islands in and around the Gilded Sea, an act which alarms many other nations. Tirac is ruled by an Aristocratic Consulate.
Tirac trades freely with any nation that will let them into port, and Tirian merchants seem to have a knack for supplying just the right goods to make a profit. The Tirian economy is very healthy, and the Government is among the richest in the world.
The Tirian Military is also rather impressive, sporting literal hundreds of warships spread across the seas, protecting Tirac's interests (and "Anti-protecting" Tirac's "Anti-interests") across the known world. In addition to its impressive Navy, Tirac's policy on Privateers has attracted adventurers and mercenaries of all stripes looking for a way to improve the seas (or perhaps just to kill and plunder without legal consequences) and be paid for it. Thus, Tirac has an impressive Privateer Corps that helps reduce the prominence of Piracy in the region, keeping Tirac's trade convoys safe along their usual routes.
Despite this, Tirac has problems. It has been spreading so quickly that it has often failed to properly form any kind of infrastructure in annexed lands, meaning that their logistics have become increasingly difficult to manage. Further, the 3 concurrent wars that they are engaged in have spread their navy thin (though Florin is landlocked and thus a navy is irrelevant) and cause a high death toll. Still, people continue to sign up, caught in patriotic fervor, and Privateers constantly supply new ships to support the Navy with.
Florin, the "Nation of Flowers," is a beautiful country that shares a continent with Tirac and the Elven Confederacy. Florin is notable in that it is landlocked, and thus lacks a Navy. In its stead, Florin employs a standing army, with a military focus on Cavalry. The mountainous views are breathtaking when the ocean fog is clear, and the cities remain beautiful and prosperous-looking, but Florin is a slowly dying nation. It was great, before Tir was lost. Florin once dominated nearly the entire continent, but the same revolution that created Tirac tore away its connections to the sea. Nearly a century without outside trade has taken its toll on Florin's economy, and the nation is on the verge of total collapse. The continuing war with Tirac has only made things worse, and Florin's initial land-based military advantage faded as Tirac grew mighty and Florin starved for support. In truth, it is only a matter of time until Tirac's military finally capitulates Florin's King and annexes the territory completely.
The Tirian Rebellion:
94 years ago, the King of Florin was made aware that the City of Tir was no longer under his control. A few days prior, an armed rebellion against Florin's very stagnation rocked the city to its foundations, in protest of a new import tax that likely would have bankrupted the city over the course of a year. Within two days, the branch of the Florin Army stationed in Tir was overrun by an armed mob, and the city was completely under Rebel control within four days. Florin's Grand Army was routed five days after that through use of an ambush in the forest, turning Florin's mighty cavalry into mere sitting ducks. With the Grand Army defeated, the Tirian Rebels expanded into surrounding cities, and many individuals were truly sympathetic to their cause.
Soon, the rebels controlled the entire coastal region, cutting Florin off from all foreign aid. Florin's armies made a last desperate attempt to retake Tir and stop the rebellion, but the attack shattered against the fortified walls of the City. With Florin now in extreme desperation, they retreated to the defense, fighting tooth and nail for every inch of ground and instituting a draft to be sure they were not overrun by a group of rebels.
The rebels founded Tirac that same year, and Florin leaped from a slow rise to a sudden decline that would never actually stop.
It is a common mistake, to think that Florin is helpless against the mighty armies of Tirac that strike down upon it. Indeed, Florin is doomed, but the reasons for that are largely logistical rather than purely technological. After all, just look at Florin! It clings to a dying way of life, and is choking upon its own stagnation. Many a young Tirian Musketeer has fallen to a Florin soldier that they believed helpless against their onslaught of lead, mistaking Florin's cultural stagnation for the technological kind. Believing that the Floran Military is weak has been a perennial mistake of the Tirian Army, sadly, and these falsehoods must be laid to rest.
Everyone knows that Muskets put holes through solid steel, of course. After all, were it not muskets that ended the Feudal System of Knights and Kings? However, the Great Smiths of Florin have found a way to transform the Plate Armors of old, and turn them into a tool capable of defending against modern gunnery. The same technology has been put into their heavy weapons, in some manner we do not yet understand, to greatly increase the force behind the blows of their warriors.
None other than the Florans know how they work or how to make them, and they aren't exactly able to tell anyone who isn't at war with them, so the capability of producing Aesthium remains in Florin hands alone.
Floran Aesthium is an advanced steel produced using extra-thin sheets of metal, arranged in a honeycomb design and tempered for strength. The resulting metal is incredibly light, comparable to something like Aluminum, and has many traits common of elastics. Without close observation, Aesthium appears identical to normal steel.
Armors produced from Aesthium are impressively light, affording a warrior significantly greater maneuverability on the field of battle in comparison to normal Plate Armor. Its elasticity gives it another trait that the Floran Army has found incredibly useful against Tirac: Bullets usually just bounce off of it instead of penetrating through. Unfortunately, Aesthium does have one major disadvantage in comparison to Steel: The same lack of density that makes it so light also means that it offers basically no protection against melee weapons. Floran Aesthium Armor is incredibly rare outside of Florin, and is only available at all because the Tirian Army confiscates all suits that it can get a hold of. That said, a few suits have escaped onto the Black Market. (A suit of Aesthium Armor is an Exceptional Advantage (+5) that offers its bonus only when worn and in combat with an opponent wielding a Musket or Pistol.)
The same technology can be applied to weaponry, but has no effect on relatively small weapons. For Aesthium's properties of elasticity to make a difference, it must be formed into a large slashing or bludgeoning weapon. It adds force to the blows from such a weapon by causing it to bend during its swing, springing forward when the acceleration eases to apply a higher velocity to the target. Combined with a cutting edge or heavy weight, this can result in catastrophic injuries.
Normal Avatar by Thormag!
Last edited by BladeofObliviom : 06-14-2012 at 05:10 AM.
Any reason why you choose Amon for that guys name?
Also reposting Amon Kedra:
Amon Kedra, Dark Miles Age: 18 Affiliations: Once worked for "The Stained Souls". Dwelt in Wayfarer's Point Prison and has some connections with other criminals. In love with his partner/bodyguard Jamilia. His immediate family is currently alive on Koran island.
Amon is slightly taller than most his age, standing just under six feet tall. The has long curly hair which forms ringlets and is a grayish blonde in colour. His face is devoid of facial hair except for a few stray strands from under his chin. His flesh which had been cursed by the affliction is a pale white.
The rogue has good senses and keen eyes, which while born blue are known to change from green to brown.
Upon his chest lies a used brown tunic, a relic of his thieving days. Between the long sleeves of the tunic and his similarly tanned gloves, his silk-like skin was slightly transparent, revealing his dark black veins.
Amon Kedra is a pessimist with a sarcastic sense of humor. He is known to be paranoid at first with people, but if he trusts them then this demenour will disappear completely.
He enjoys being alone to his thoughts when he chooses to, and wants companions when he has no choice. Despite this he has rather high standards and dislikes most people.
He is rather intelligent, but being slightly eccentric he commonly over-reacts to minor problems and often doesn't see the big picture, generally portraying him as foolish yet strangely savvy.
While he has very high standards for who he is willing to ally himself with, he is much more selective about those he has romantic interests with, and actually views those that fulfil these factors with reverence.
He lived on the small island of "Koran" as a child, dwelling as a the child of a fishing family. Two months after his twelfth year on a calm summer night, creatures appeared in the coastal waters north of Koran. Amon and his friend Rachel went down to see the creatures, but while doing so, he slipped on the moss covered rocks. The twelve year old blacked out.
When he awoke all he could remember of that night was the dark water and the creatures vile visage. He then noticed something strange, his flesh had faded from tanned to a milky white, his hair from black to a dull gray, and his blood had turned black.
"What happened to me?" The scared child asked. Bewildered his father told him of what happened.
Apparently when he slipped his leg had fallen into the calm sea and touched the creature, causing great anger in the beast. It lashed out and tried to drag him into its abyssal maw. Rachel tried to pull Amon from the monster, resulting in him lying safely on the rocks. But she wasn't safe, the wrathful creature took the opportunity and attacked. Amon was horrified by the sight of her being dragged down into the depths all the while the creatures fangs caused her to bleed into the water.
Amon just stared at the water, not noticing his body corrupting into a pale form. Even hours later when his father found him, the boy was still staring. Apparently his mind had blocked out the memory.
Two years later he left to try and find a way to gain money for his family. But as he wasn't skilled no one would grant him a job. Hungry and desperate he became a thief.
At first he was a common cutpurse, but he slowly moved up to being a burglar. He was fine until one night, he broke into the wrong house. The home belonged to the Stained Souls. They detected him in minutes, and a cold blade was pressed against his throat. The Stained Soul's didn't kill him though, but force him to work for them.
The pay and the skills he learned were good, but he couldn't stand the cold murderer. At the age of 19 he had finally escaped from the assassins clutches.
He currently wants to get off Wayfarer's Point so he can return to his family, but the Stained Souls do not like betrayal. To protect himself he has hired a bodyguard, a woman named Jamilia who has excellent skill with blades.
Afflicted Gift - Shadow Step (2 Ranks) (Common) - Those who are Afflicted are tainted by darkness. By embracing this darkness while covered in shadow he can teleport to another nearby shadow. This doesn't work in complete darkness.
Agile (2 Ranks) (Common) - Agile characters move with grace and certainty. They're athletes. Acrobats, even. They deftly dodge attacks just as easily as more mundane obstacles.
Assassin (1 Rank) (Uncommon) - While working for the Stained Souls he slowly learned more about the organisation. Luckily he remembers some of what he has learnt.
Body Guard (1 Ranks) (Rare) - He has a bodyguard skilled in battle named Jamilia. While short she is lithe and has a great skill with blades. (She has +3, when using a blade.
Keen Senses (1 Rank) (Common) - He has keen eyes and ears, allowing him to detect threats more easily, see hidden things, and see in darkness better.
Rogue (1 Rank) (Common) - Because of his life as a thief he has skill in; sneaking, stabbing, and stealing.
Thievery (2 Ranks) (Uncommon) - Because of his life as a thief he has skill in sneaking, stealing, disarming traps, picking locks but NOT to combat.
Spent Story Elements:
1. Island of Koran - Koran is a small fishing island. They are rather primitive compared to most cultures not having enough resources to make any large boats or structures. As such most homes are made of wood and are single story. Most of the island is covered in a tropical forest, which while full of life and food, has many poisonous creatures and hazards.
Their are six villages, each with its own society and ruler, which in most cases are the Elder. The largest village is on the north eastern side of Koran, and is called Sidwei.
Every few years a large ship, generally either pirates or a trading ship reaches Koran's shores. A few teenaged Koran people try and get passage on these boats each time, but they seldom are able.
The native language of Koran is a modified version of Fleurais.
2. Blight Bringers - Blight Bringers are aquatic creatures which appear to be a hybrid of squid and shark. They are deadly killers and stealthy beasts. In addition to their natural talents, any sentient creature they come in contact with becomes Afflicted. There has only been one known sighting, when one appeared in the waters of Koran island. Despite the lack of sightings, there are several afflicted in Stained Souls. They are one of the last remaining spawn of Õelus.
3. Afflicted - The Afflicted are those who have been touched by a Blight Bringer. They're flesh goes white, their blood becomes black, and their hair goes more pale. In addition to these physical changes, they are tainted by darkness, granting them the abilities of the night.
4. Stained Souls - The Stained Souls are a group of assassins who strike from the shadows. Not much is known about them and they're assassins come from multiple cultures. They're goal isn't known by any but its highest members. They intend to return Õelusto the world.
To achieve this goal they have been acquiring those touched by the Chaos Star as allies, and searched ancient ruins, which might store the key to its revival.
Hearing about the Eye of Yemnas, they have taken a key interest in the Pirate Lord of the West. Hoping that they can gain an ally.
Number of Story Elements remaining: 2 Plot Ticket: Yes
__________________ My Homebrew (180+ and still counting) Horribly Out of Date
Originally Posted by Crasical
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Tebryn, as much as I don't mind Vasae dropping in there is a reason Jon is using the servant's entrance.
And as a matter of fact the man is incredibly wounded right now and once he makes it into a room is going to spend the next three days falling in and out of a deep coma to heal from his wounds. Which catches him up nicely with the rest of the timeline. Or to put it another way you might want to move the date.
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."
In the first IC post there is this gentleman called Amon, one of the PCs is called Amon. It's all the worst kind of math! Algebra!
Algebra!? I barely knew her!
Originally Posted by Xondoure
Tebryn, as much as I don't mind Vasae dropping in there is a reason Jon is using the servant's entrance.
I put the time stamp on for sake of cohesion and what not but I had every intent of having Va drop into the Inn. I'll change the time stamp however. He wasn't there specifically to bump into Johnathan but...hey...can't blame me for not being able to get a post up during a closing shift at work and you just happened to beat me to the posting punch.
Oh I''m fully aware I'm not the only reason to be there. Just that particular time slot was only chosen cause it meant he would have been in town long enough for Rayle and Arabella to know he's there, and short enough for him to have still just arrived.
Originally Posted by Sir Professor Terry Pratchett
"It is said that your life flashes before your eyes just before you die. That is true, it's called Life."
Ramsay Blake, Captain of the Wraith, Pirate Lord of the West and Scourge of Kartish Age: 35 Affiliations: Wayfarer's Point Admiralty Board, Pirates of the Crossroad Isles, wanted by the nations of Tirac, Sasana, and Ismar
Standing a little over six feet tall, Ramsay Blake possesses a dark complexion, olive skinned and black haired. His pointed beard and close cropped hair are kept in place by sweet oils, their lustrous shine making his strangely pristine teeth stand out all the more. His right eye is a deep green flecked with gold, while his left eye is wholly gold, the gleaming metal of the Eye of Yemnas sitting comfortably in his socket.
Captain Blake is rarely seen out of his striking burgundy coat, its black steel buckles rumored to be the melted remains of the captains' swords of his first plundered ships. Beneath, he wears fine black silk vests that tend to disarray - it is devilishly hard to find a proper tailor at sea - striped black and burgundy trousers, and white shirts that more often than not reveal old bloodstains. Completing the ensemble are black leather boots, their gold buckles polished to a mirror shine, and a burgundy cap embroidered in black thread.
Captain Blake is a mercurial man, capable of great cruelty and surprising mercy, often in the same day. When in a particularly jovial mood, he appears to be nothing so much as a devil-may-care adventurer, showing little thought to risk or propriety and capable of impressive generosity. Most insults slip off him like water, provoking nothing more than a smirk, a derisive laugh, and perhaps a retort. However, if he is offended the change is startlingly quick, jolly camaraderie turning to icy, unyielding rage that can last for days. Few can hold a grudge better than Ramsay Blake, and his ire is one of the deadliest threats in the Crossroad Isles.
While his landside moods may seem wildly uncertain, at sea he is surprisingly calm, turning the wild cauldron of his emotions into a crucible to purge his fears, allowing the Wraith to brave most any danger should the reward be sufficient. His discipline is iron hard, and he expects as much from his crew, with any failures drawing harsh punishments carried out by his minotaur bosun. He maintains a soft spot for his old homeland of Ismar, and is known for leaving Ismari crews marooned with sufficient provisions to await a rescue, but any other ship that catches his attention has little to look forward to but death or enslavement.
Despite all this, the true Captain Blake is only revealed in private, when doing business with those he trusts or respects. The tempestuous debauches of his landfalls and merciless will of his sailing mesh together into a man wholly unpredictable but wholly in control, every outburst calculated and every word considered. Many a man has had his spirit broken by looking into Blake's unsettling, intense gaze.
Born to a modest merchant family of the Ismar Federation, Ramsay Blake began his career at sea as an ensign aboard the ISS Venture. The thirty gun frigate had been sent to the Crossroad Isles to secure the Ismar Federation's interests in the region, and it was the first time Blake had left the sight of the temperate mountains of his home. For six months, the Venture patrolled the waters surrounding Ismar's two major ports, until word reached them of an unidentified vessel that had taken three merchantmen in less than two weeks. The captain and crew, eager for a taste of real action, rushed headlong into the path of the TNS Blackfin, a fifty gun galleon only recently arrived in the Isles. Though they fought gallantly, the Venture was outmatched, and after an hour of cannonade she was dead in the water. Before the Tirians could board, Blake was thrown overboard by a cannon impact that took his left eye. He was eighteen years old.
Awakening the next day clinging to debris from the Venture, Blake drifted for days, losing his wits to sun and desperately lapped up salt water. It was more than a week before he spotted land, a jagged shard of rock thrusting from the sea like a fist, with a sorry stretch of sand that could barely be called a beach. But any shelter was welcome, and with a burst of energy Blake made it to shore. Curling up in a shallow cave, he slept, only to be awakened but an insistent whispering echoing through the rock. Weaponless and weak, he feared the worst, but as the sleepless hours passed the whispers never moved, never changed from their gentle coaxing, and in his delirium he chose to follow them. Staggering in the moonlight, he discovered a weathered stair cut into the rock, leading higher up the pillar of stone to a gaping door. There was naught but darkness within at first glance, but after a moment a curious glimmer drew Blake forwards. As he walked, the walls began to glow with foxfire, revealing the ancient carvings of a long dead people, leading him to a vast circular chamber open to the moonlight. At the center of that chamber, upon a stained altar, sat the Eye of Yemnas. The whispers roared, then, and in a fit of madness or possession he took up the eye and thrust it into his socket, collapsing into darkness.
He awoke on a slave barge, the recipient of unexpected mercy. The slavers had followed the trail of debris to that strange island and found him, hale and hearty despite his trials, save for a swollen left eye. Chained to an oar, it seemed to Blake that fate had spared him only to inflict greater suffering, until days later when the swelling began to fade and he saw one of the guards strike an oarsman. To his wonder, he realized he could see the blow coming before it landed, a ghost image moving before the whip had even raised. Eyes opened wide in wonder, Blake gave no thought to the how until the slave beside him gasped at the golden orb in his left eye socket, drawing the attention of the guard. Seeing the bauble filled the guard with insatiable greed, and he drew his dagger to gouge it from Blake's face, only for his thrust to be caught and redirected into his own socket. The mutiny that followed was brief and bloody, the oarsmen storming the deck And slaughtering the slavers where they stood. It was there that Blake met a towering minotaur named Khallra, who stood with him when he suggested they make port and sell the slaves still languishing in the hold. Two weeks later, they arrived at Wayfarer's Point, and with the profits from the sale of Tirians, Orcs, and other scum they bought a ship.
Seventeen years have passed since then, and Captain Blake's legend has only grown with each year. The duel between his small Kestrel and the mighty Maiden's Moan, the theft of the Wraith from the shipyards of the Tirian homeland, the expedition to the Leviathan graveyard and the forging of Stormreaver, the enslavement of the Dryad Uriah, his ascension to the rank of Pirate Lord at the age of twenty eight, the sacking of Kartish - all have fueled Ramsay Blake's fame, his glory, and the unspeakably bounty placed on his head by every civilized nation.
Charisma I [Common]:
Dexterity I [Common]:
Sailor I [Common]:
Reputation III [Common]:
Intelligent I [Common]:
Artifact Sword (Stormreaper) II [Uncommon; Item]:
Charming I [Uncommon]:
Cunning II [Uncommon]:
Combat Expertise (Swashbuckling) II [Uncommon]:
Combat Experitse (Pistols) I [Uncommon]:
Combat Foresight I [Uncommon]:
Intimidating I [Uncommon]:
Wealth II [Special]:
Speed II [Uncommon]:
Cannon III [Rare]:
Fear Aura I [Rare]:
Unbreakable Mast I [Unique]:
Second Mate Uriah
With skin the color of dark, polished teak, amber eyes, and hair the color of flame, Uriah might resemble an idol to a heathen god if she did not draw breath. Taking the form of a beautiful human woman, the dryad maintains an alluring languor, only roused to action when her wellbeing or that of the Wraith is threatened.
At sea, it is an even bet as to whether Uriah will clothe herself at all, preferring to drift effortlessly through the wooden body of the ship. While one might assume this would tempt a pirate crew to violent acts of lust, the Wraith's crew still tell stories of the pair they found hanging from the main-mast by splinters. However, while ashore she has a modicum of decorum, wrapping herself in loose, flowing gowns that do not restrict her movement.
For the majority of her immortal life, Uriah was a nameless Dryad on a nameless island in the Crossroad Isles. However, on a fateful day more than a decade ago, the Wraith berthed itself on her little isle, its main-mast shattered after a battle with the Sasanan Navy. Immediately curious as to the nature of these strange, pale skinned men, Uriah chose to make contact, and her fate was sealed. For Blake knew of the nature of dryads, and in an instant knew the perfect replacement for his main-mast would her Heart Tree. Seducing the naive Uriah, he eventually convinced her to show him her home, and when the Heart Tree was in sight overpowered her. The cutting of her Heart Tree should have killed Uriah, but Blake called upon dark magics to keep both her and the tree alive, forcing it to grow into the planks of the Wraith as though they were soil, and binding Uriah to the ship and her captain. Taking advantage of such assured loyalty, Blake appointed her Second Mate on the spot, and the Wraith has greatly benefited from her affinity with nature.
Charisma I [Common]:
Charming I [Uncommon]:
Weather Control II [Uncommon]:
Wood Weaving I [Uncommon]:
Beauty I [Rare]:
Pirate I [Common]:
Strength II [Common]:
Combat Expertise (Axes) II [Uncommon]:
Intimidating I [Uncommon]:
Pain Mastery I [Uncommon]:
Purser Amon Din
Banker I [Common]:
Intelligent II [Common]:
Deceitful II [Uncommon]:
The Rank and File
Pirate II [Common -> Uncommon]:
Combat Expertise (Swashbuckler) II [Uncommon -> Rare]:
Combat Expertise (Firearms) I [Uncommon -> Rare]:
The maidens of the forest, Dryads are rare and reclusive creatures that go to great lengths to avoid contact with the mortal world. However, from time to time they take a liking to those that show the proper deference, and in such cases have been known to grant boons of fine weather and fertility. Though they often claim entire forests as their demesnes, every Dryad is forever tied to a single great Heart Tree, from which flows their power to affect the flow of the natural world. If left undisturbed, both Heart Tree and Dryad will live forever, and the continued survival of several forests of the Old World can be attributed to the Dryads' potential for violence should their Heart Trees be threatened.
The Ismar Federation:
Native to the continent south of Florin, the Ismar Federation is a collection of fourteen smaller nations forced to band together in the face of Tirac's growing aggression. Dissolving their national borders with the Ismar Proclamation seventy-six years ago, they reorganized into a parliamentary government of fourteen chosen representatives, voted on every six years by the newly-christened federal states.
While such a democratic system might have ground progress to a halt, the promise of Tirac's aggression and a long history of conflict with Sasana catapulted the Ismar Parliament into an unprecedented period of cooperation. Over the next fifty years, the Federal Navy was greatly expanded, nearly matching the growth of the newly christened Federal Marine Corps. Trade between the nations, once hobbled by bandits and raiders hired by a third, opposing nation, blossomed, and a number of expansive public works projects spread the comforts of civilization far into the Ismari wilderness. While the grievances of the old nations still endure, they are buried beneath a sheen of national pride and brotherhood in the face of a common enemy.
Ismar's geography is appropriately diverse for its size, but two regions comprise the bulk of its settled territory. Wrapping south from both the east and west are a pair of broad mountain ranges, the Kingspyre Peaks and the Ironspine Mountains. Between them lies the plain of Ismar, a vast swath of rolling fields and light forests. Between the Kingspyres and the Ironspine lies the Deepwood, an ancient forest that stretches for leagues before it becomes marshland. While its timber is of great value, the three states that border the Deepwood are careful never to take more than the forest can replenish, for it is host to a trio of ancient Dryads. The majority of Ismar's timber comes from the forests that run up the sides of its twin ranges, but the difficulty in transporting it makes timber a more valuable commodity than in Tirac. As such, the Ismar navy is scarcely half the size of Tirac's, though they do possess one advantage. The mountains that make timber so difficult to harvest hold a wealth of mineral resources, and Ismari metalwork is some of the most sought after in all the world. Their cannons, in particular, are the pinnacle of the craft, and that craftsmanship has won more than one close engagement.
Kartish was one of the first and largest ports in the Crossroad Isles, colonized by the Sasana Empire almost one hundred fifty years ago. Up until five years ago, the port was thought to be unassailable, it's twin forts an unbreakable bulwark against pirate and privateer alike. Then, five years ago, the Wraith sailed into the bay, set fire to the forts, and made off with enough gold and silver to sink a lesser ship. While Kartish has since rebuilt its dock and one of the forts has been re-armed, the burned remnants of the larger fort remain a stark reminder to the myth of Sasana's invulnerability.
The Eye of Yemnas:
An artifact found in the ruins of an ancient temple on an uninhabited speck of land in the Crossroad Isles, the Eye of Yemnas appears to be a golden sphere, adorned with arcane runes forming the rough outline of an iris and pupil. Native legend states that it was used in ancient days to pull back the veil of fate and reveal the future, but with fall of their once-great empire the artifact was lost. That is, until Ramsay Blake stumbled into the temple after washing ashore. It's said that, half-mad from sun and salt water and having lost his left eye to shrapnel from a cannon blast, he was possessed to place the sacred relic in his empty socket, whereupon it healed his wounds and bonded to him. It's said that the eye allows Blake to see the future, and that both his mad daring and continued success can be attributed, at least partially, to the eye. Whatever the story, Blake has never told a living soul.
Native to the tropical continent that lies to the south of the Crossroad Isles, the minotaurs are a divided people. The majority of their society shuns the technology of the north, preferring to go about their nomadic lives as they have for generations. However, every year a few more travel north, to one of the few foreign ports, seeking adventure. Standing seven feet tall and with another half foot for their horns, minotaurs are a fearsome sight to even the most hardened adventurer, their broad frames giving clear indication of their fabled strength. While the average minotaur encountered outside their homeland is little more than a thug, capable of only a few phrases in a civilized tongue, a few have adapted wholly to the sea. Those "civilized" minotaurs are some of the most sought after sailors in the whole of the Crossroad Isles.
The Wayfarer's Point Admiralty:
As the largest of the free ports in the Crossroad Isles, Wayfarer's Point has grown to be the center of all pirate activity in the region. While the town suffered a chaotic few decades of warring crews and betrayals, order of a sort was eventually achieved with the advent of the Admiralty Board. The six greatest captains of the day came together to draft a code of conduct that all pirates were obliged to follow if they wished to make port, and empowered the six, recognized as Pirate Lords, to come together and pass judgement on truly heinous offenses against the buccaneer's way of life. While the original Pirate Lords have since fallen in battle or retired to a sedentary life on a plantation, the seats have always been filled by the most worthy candidate, and the meeting place of the first Admiralty has been transformed into Wayfarer Point's largest fort, the stone tower of the council chamber rising from a stony outcrop high above the port.
- The Pirate Code
1. The only right thing is to get by. The only wrong thing is to get caught.
2. The captain's word is law.
3. All captains are equal, but some are more equal than others.
4. Impersonating a captain is punishable by death.
5. A captain shall never fire on a ship flying the white flag. Boarding, however, is entirely fair.
6. A captain shall never falsely raise the white flag.
7. All ship's colors must be approved by the council.
8. A captain must carry at least eight pieces of eight on his or her person at all times.
9. A captain shall not press gang members of another crew.
10. On land, disputes between captains are to be settled in a duel.
11. Non-human captains must duel in such a way that they can actually die.
12. The words "deja vu" are never to be uttered in port. See rule #21.
14. Monkeys are not allowed in the pirate council.
15. A female noncombatant is to be granted the right of parlay.
16. Tattoos are inadmissable as evidence in the pirate council.
17. All pirates must answer the summons of the council.
18. You've gotta fight for your right to parlay.
19. No sailor or pirate shall ever wear an eyepatch over a functioning eye.
20. All eldritch, arcane, divine, infernal, draconic, fey, political, and business deals are to be made only on behalf on one's self.
21. The words "deja vu" are never to be uttered in port. See rule #12.
22. Except when engaged in combat, a captain may not be denied the return of his or her hat upon request.
23. Prisoners are to be brought to Wayfarer's Point and never executed or mistreated.
24. Unless they're really asking for it.
25. It is within the captain's purview to decide what counts as mistreatment.
26. There can only be one first mate per captain.
27. There is no law #13 and further discussion of it is forbidden.
28. Excessive rowing is not an acceptable substitute for good seamanship.
29. A pirate is to be buried at sea.
30. A pirate is a pirate for life.
I was old when the pharaohs first mounted
The jewel-decked throne by the Nile;
I was old in those epochs uncounted
When I, and I only, was vile;
Originally Posted by apocalypsePast2
...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.
If one were on drugs.
Originally Posted by VonDoom
Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!
Last edited by TheDarkDM : 06-14-2012 at 04:48 AM.
Oh I''m fully aware I'm not the only reason to be there. Just that particular time slot was only chosen cause it meant he would have been in town long enough for Rayle and Arabella to know he's there, and short enough for him to have still just arrived.
No worries, I changed the time punch. Just figured a close/same time would get some interaction in as well. So he was -a- reason at least?
Also, I'm claiming Dark Violet Bold FangSong for Kessia.
Plague Rat in the Playground
Originally Posted by Grim ranger
I support the godly magazine idea, and hope that Eld can serve as mix of town crier and incredibly deadpan game show host in some sections. Also, for some odd reason, he will also make appearance when it comes to godly fashion tips, for even if he is grim reaper he will be the most bishounen god there is. Just you wait
Originally Posted by Moonwolf
Damn you and your comprehensive understanding of synergistic tactics. :|
I think I'd like Sea green for Kraken Slayer Hakuhale
Full Name: Kraken Slayer Hakuhale
Fishing communities around the archipelago, mercenary groups, free traders, and fellow Driftfolk.
She’s a bouncy burly healthy lass with broad features and coffee brown skin, dressed in a colorful hodgepodge of furs, silk, and breads. Her dark hair is done up in braids and tied back. Slung over her shoulder is a large carrying bag for her distinctive obsidian tipped harpoons.
A stereotypical Driftfolk, Hakuhale possesses an overwhelming wanderlust and gleeful curiosity. She’s willing to give anyone the benefit of a doubt, but extracts a frightful toll from those who would double-cross her.
Her shameless ‘game for anything’ enthusiasm, rural background, and nearly indecipherable Driftfolk accent tends to lead people to underestimate her intelligence. This is not wholly unreasonable as she only really knows three things; sea devils, harpoons, and killing sea devils with harpoons.
Her namesake is a bit of an exaggeration. She merely clogged the kraken’s throat and permanently ruined its eyes, forcing it to retreat in pain and terror. A thirteen year old is only capable of so much after all.
Driftfolk women are typically expected to stay on the safety of a galleon, raise a family, maintain civilization, and that sort of thing. No one anticipated such a fate for Hakuhale. From infancy it was clear she took far too much after her father, Shark Eater Mohow the legendarily reckless.
Hakuhale was never satisfied with her supposed victory over the kraken. To her mind, if she could bring in no meat, it simply didn’t count. So she’s set out into the wide world seeking a chance to earn a proper name.
In the decade since, very little about her has changed save for having developed a fuller figure and a more potent throw. She’s fallen into steady work as a career mercenary. Her services are startlingly cheap, but she’s also extremely picky with her clients. She’s known to wave all fees for a sufficiently worthy cause (like a hunt for a sufficiently large Sea Devil).
Brawn (Common) 2
Her strength and stamina is nothing short of alarming. She’s been known to swim to shore from shipwrecks far out to sea.
Augury (Uncommon) 2
Driftfolk are known for their staggeringly complex system of superstitions and peculiar divination tools. As nonsensical as their reasoning might sound, some have been known to show a remarkable success rate with their predictions, especially in regards to weather patterns.
Harpooner (Uncommon) 2
A harpoon is a long spear-like instrument used in fishing to catch fish or large marine mammals such as whales. It accomplishes this task by impaling the target animal, allowing the fishermen to use a rope or chain attached to the butt of the projectile to catch the animal. A harpoon can also be used as a weapon. She’s very good with them.
Obsidian Tipped Harpoons (Uncommon) 1
Many species of Sea Devil possess thick hides or even hard rocklike shells. In order hunt or even fend off such creatures mere steel is often insufficient. The Driftfolk have found a novel solution to this problem.
Sea Lore (Rare) 1
Reputation (Special) 1
She’s developed a kind of fan following in and around Wayfarer's Point. She’s known to be kind, generous, and patient with all souls, in spite of her apparent capacity to instantly kill almost anyone within thirty paces of her.
Blood Bargain (Special) 1
Step 1: Ask what they’d swear your agreement on, be it their eyes, their soul, the life of the one they love most.
Step 2: Cut your palm and shake their hand firmly.
Step 3: Rest assured that if they break the deal, so too will the thing they swore upon be broken.
You can also use this to trade goods and services for people’s intangibles. Example: “I’ll give you the artifact, but only in exchange for your dancing skills!”.
They are the last remnant of an island nation that, according to the old songs, was overwhelmed by hoards of Sea Devils and sunk beneath the waves. Their hereditary hatred of ‘the beasts of chaos’, and generations of revenge in practice, has made the Driftfolk talented and enthusiastic Sea Devil slayers. Their tragic status as eternal refugees and perpetual outsiders has given them a, not strictly undeserved, reputation as unsavory thieves.
They’re largely ubiquitous around the archipelago, never settling down on any one island. They are born on boats, live on boats, and typically die among the waves. Its recommend that you get on good terms with them or you’ll soon find you’re missing all your stuff and you’ll be without a potent defense against the horrors of the deep.
In ages long past, according to the old songs, a star broke loose from the night sky and fell into the sea. The star was named Õelus, and it was home to the god of chaos, whose name must not be spoken. For forty years the ‘chaos star’ spewed living poison into the waters around it.
Many dark things (Krakens, Mind-feeders, Etusmunths, and Gibbering Slime among them) came to plague the sea forever more in that time. Õelus has long since sunk beneath the waves, but its legacy, the Sea Devils persist still.
(The Truth: The thing in Õelus is not a true god. It is simply a very advanced from of living thing from somewhere far, far, away, and as such is capable of being killed. It is potent however, and its motives are strange and unknowable.)
A green skinned race of bestial humanoids that are supposedly land born kin to Sea Devils. They are short-lived with an extremely high birthrate. They’re often compulsively disdainful and exploitive of other races.
They’re societies tend to be almost comically dystopian, as though purposely formed by ‘the Chaos of Õelus’ as a vicious mockery of human kind.
The Sasana Empire
A hyper aggressive, hyper expansionist, totalitarian state founded by orks, for orks, which spans so much of the world that the sun literally never sets over it.
In spite of their unholy cruelty, they are known for their obsessive interest in maintaining distinctions of class, complex rules of social propriety, and bureaucracy.
They see themselves as the sole beacon of civilization in the world, and morally obligated to free the ‘barbarous races’ from themselves by putting them in their proper place.
The Sasana Royal Navy is, if not the most powerful, certainly the largest and oldest sea based war machine the world has ever known. However the natural corruption that ork kind brings to its every endeavor combined with a full century of unchecked expansion and new competition from heavy weights like Tirac has done considerable damage to its former appearance of invulnerability.
The Rightmost Church of Nenorocire
A massive cult devoted to worshipping Sea Devils and the god of Õelus. It is popular among orks, sentient Sea Devils, and those who are consumed by the fear that Õelus will soon rise again.