Tʜᴇ Exᴘᴇᴅɪᴛɪᴏɴs ᴏғ Tʜᴇ Lᴀᴢᴀʀᴜsrated M for mature; anything under the umbrella of this rating is permissible
For centuries, pirates and corsairs have captured the imagination of people all around the world; many of them follow the vivid stories of pirates adventures through the crisp of pages of a dime novel, but once it was a livelihood, an attitude, a code, a way of life. This is the life, though for some it's more about necessity than desire.
The crew of The Lazarus is intrepid and, some would say, slightly dysfunctional; as a whole they are loyal and hard working, but without a common goal it is hard to see why any of them would band together in the first place. For over ten years they have been sailing the high seas between the lands of Marina and Ethello and the many clusters of islands in between. Wizards and witches may rule the land, but the oceans, its currents and depth more than enough to disrupt strong mortal-conjured magic, are free for any and all with enough skill and courage to take them. Gathered from every walk of life - humans from the walled Magician's City, elves from the wide lush forests, even mer from the depths of sea itself - a myriad of races have danced across the decks of The Lazarus, but her captains have always been sure to keep the things too big, powerful or dangerous from joining the crew. Otherwise, the Lazarus might find the Seeker Ships of the world's superpowers in their wake or a granite golem sinking the vessel after it's had a bad day.
Of course, life on the open sea isn't all fun and treasure hunting! Occasionally, when the winds aren't favorable, the trade routes too heavily guarded, or that map you found turns out to be a dead end, you need to be open to being bought. Commissioned voyages can vary from playing fetch for the newest piece of some wealthy Lord's art collection to sailing out into uncharted waters for a treasure you can't keep or even the protection of a high-value guest upon the ship. The prices of these business ventures are sure to please each crew member's coffers, should you make it back to port to collect in full. It pays off more often than not, but sometimes - just sometimes - things go wrong.
Our Ship
Spoiler: The LazarusWhat you can access on each deck:
Quarter decks:
Upper aft deck & helmMain deck:
Upper bow deck
Bow, forward cabinGun deck:
Midship, open deck
Aft, Captain’s cabin
Aft, First mate’s cabin
Aft, Pilot’s cabin
Gun roomLower deck:
Armory
Forward meeting roomHold:
Crew bunkroom
Crew messhall
Galley
Doctor/surgeon’s cabin
Sickbay
Carpenter’s cabin & workspace
Master Gunner & Master at Arm's joint cabin
Forward secure storage/brig
Midship storage
Aft storage
Some Positions On Board
Spoiler: Details
Captain
The captain, however he came to his position, was chosen for his leadership, bravery, and cunning. The captain was responsible for the ship and everything aboard her; every item and every man. He was responsible for the overall decisions affecting the ship and her crew. The captain decided where to sail and what to attack. He was the voice of his crew to all beyond the ship. He often led his crew in battle. In terms of daily duties, the captain kept a log of the voyage, managed the affairs of the ship through the officers, and generally served a four to six hour shift at the helm. The captain stayed in power by being successful. As long as there are prizes to plunder, rum to drink, and food to eat, the captain will not be voted out or mutinied against. It is when things get lean that the captain must worry about crew voting him unfit for command.
Quartermaster
The quartermaster (or first mate on a privateer vessel) was the number two man on the ship. He was responsible for enforcing the ship’s articles, administering punishment when necessary and maintaining discipline among the deck crew. The quartermaster was the trustee of the ship and her crew. He directly represented the crew to the captain. It was his responsibility to serve as a counterbalance to the captain in decisions that might be hazardous to the ship or the crew. A wise captain made no decisions that his first mate didn’t support. The quartermaster took responsibility for prize vessels and picked the treasure that the crew would take from a prize. He was also responsible for counting the booty and splitting the shares. Each day would find him working with his subordinate officers the boatswain, the master gunner, and the master at arms to effectively run the ship. The first mate also served a turn at the helm, generally a four to six hour shift.
Boatswain
The boatswain was the number four man on the ship. He was in charge of the provisions for the ship. He maintained the stores of food, water, rum, gunpowder, shot, sails, rope, wood, and tar required to keep the ship and crew fit for action. The boatswain also directed the loading of cargo into the hold to maintain the proper ballast to ensure level sailing. He was in charge of keeping the watches on the ship. He was responsible for the ship’s longboats and for picking a crew to man the sweeps when the longboats were used. The boatswain was charged with maintaining the ship’s seaworthy status. He oversaw the duties of both the carpenter and the cook. The boatswain generally had a mate to help him with his responsibilities. In general, his duties were to make certain that all the work of running the ship was done. He reported to the quartermaster. The Boatswain was often the most feared man on the ship because his obligations often made him uncompromising. It was his responsibility to keep everything “ship-shape”. Leniency was something the quartermaster might give to the crew, but it was not something the boatswain was in the position to give. Day and night, the boatswain would drive the crew to do whatever work was required. He maintained the watch log and reported any problems to the quartermaster.
Carpenter
The Carpenter was a skilled wood worker, often with some shipwright experience, who did all of the woodworking required by the crew. He was primarily responsible for repairing damage to the wooden portions of the ship and for plugging leaks that got too bad. (Ye should understand right now, before ye go to sea, that all ships leak, mates. It’s just when they really leak badly that you have to worry about it.) The Carpenter was also responsible for the construction of barrels and crates, as needed, to store cargo, as well as maintaining the tools of his trade. He took orders from and reported to the Boatswain.
Cook
The Cook was one of the most important of the lower officers. He was in charge of all matters relating to food on the ship. He made certain there was enough food, water, and rum on board for the planned cruise. He cooked the meals and suggested rationing when it was necessary. The Cook butchered the meat brought back by hunting parties and was the only man trusted to light a fire below decks. He maintained the necessary tools for both cooking and butchering. The Cook took orders from and reported to the Boatswain.
Surgeon
The Surgeon was likely one of the toughest men on the ship. He served as the barber/doctor/emergency surgeon for the entire crew. He was equally capable of shaving your beard and cutting off your damaged leg. The Surgeon dealt with not only the sick and the wounded, but also the dead. He, like the other lower officers, was responsible for maintaining the necessary tools of his trade. The Surgeon took his orders from and reported to the Quartermaster. It was rare for a ship to have a real doctor and it was common for the carpenter or the cook to fill this role as needed.
Master at Arms
The Master at Arms was often the most skilled warrior on the crew. He was responsible for training the crew in hand to hand combat. He also led the ship’s boarding parties and hunting parties when they were necessary. The Master at Arms position was not a separate position on every vessel and often these responsibilities fell to the Quartermaster. When the Master at Arms position was filled on a ship, he took orders from and reported to the Quartermaster.
Brutes or Men at Arms
A great deal of hard work and heavy hauling is involved in just sailing a tall-masted ship. In strong winds the canvas sails must be man-handled by a deck crew that is stronger. Loading and unloading supplies, most especially cannons or chests of gold, requires a number of strong backs. This is why every ship has its share of brutes – big, strong men capable of handling themselves no matter the work or the fight. In addition to the tasks already mentioned, brutes would be key men in hunting parties, ship boarding, and raiding groups as well. Keep in mind that not all brutes need to be hulking bruisers. A wiry-tough and dexterous hunter, skilled with both blades and long rifle, could be a brute as well. Brutes, no matter their size, do not shrink from a hard task. Men of this sort make up perhaps as much as 1/2 of a pirate crew, but they will be mixed among the gunners and swabbies, not a stand alone corp. Most of the men on a pirate or privateer ship were probably gunners.
Pilot
The pilot was the number three man on the ship and often the most educated. He served as the ship’s navigator and was generally the best all around sailor aboard the ship. He was responsible for plotting the ship’s course and maintaining that course. The pilot maintained all of the ship’s charts and maps as well as the tools of navigation. He was charged with keeping a daily log of every event relating to the sailing of the ship. He recorded the depth, the currents, the wind patterns, the ship’s location, the locations of reefs and sandbars, and the state of the rigging. He reported directly to the captain. The pilot oversaw the work of the sail-master and almost always had at least one assistant (a pilot’s mate) to help him with his duties. The pilot and his mate both served separate shifts at the helm in addition to taking readings from the moon and stars to plot and maintain the course.
Sail-master
The Sail-master was the most experienced crewman in the rigging and usually one of the best sailors on the ship. He was responsible for maintaining the sails and the rigging. The Sail-master knew every knot, line, rope, block and tackle in the rigging as well as how to repair them all. He was also responsible for training and running the sail crew as well as overseeing the making and patching of sails. The Sail-master took orders from and reported to the pilot.
Swabbies or Riggers
Swabbies, or actual trained sailors, are the crew members responsible for handling the rigging and the sails to keep the ship moving. These are the guys and gals who climb the ratlines into the rigging and walk the spars that jut from the masts. Swabbies sometimes fight from the highest position that they can get to on their own ship and then leap into the rigging of the enemy vessel when boarding. Often dexterous fighters, swabbies are known for leaping into the fray, but sometimes they hide in the rigging as deadly snipers. It might be surprising to discover that skilled sailors usually comprised less than 1/3 of the total crew compliment of the ship.
Master Gunner
The master gunner was the number five man on the ship. He was responsible for the care and cleaning of all firearms, culverin (deck guns), and cannons on board the ship. He was also responsible for training the crew in the use of both firearms and ship’s weaponry. The master gunner picked and ran the gunnery crew. He reported to the quartermaster, but was responsible to the entire ship to make certain that the cannons hit the declared target. He was also responsible for maintaining the inventory of powder and shot for all of the guns on the ship. The master gunner was the only crew member besides the captain and the quartermaster entrusted to carry a key to the ship’s powder magazine. Additionally, the master gunner often led or picked hunting parties when they were called for. His day to day duties mainly consisted of drilling the gunnery crew and maintaining the guns.
Gunners
Depending upon the size of their shot, each cannon required a crew of either 3 or 4 men to load and fire it. These crewmen would have to be available 24/7 to do their job whenever required, but there was often double-duty in most crews. Most pirate ships didn’t keep a full compliment of gunners like warships of the time did because fewer crew members meant fewer shares and that meant more money for everyone when the treasure was split. Gunners could make up between 1/3 to 2/3 of a crew.
Musikers
Musicians were popular with the crew, as they were entertainment as well as a valuable battle element. The musicians played during meal times and during work breaks allowing the crew some entertainment to break the monotony of long hours of tiring work. This boost in moral was welcome at anytime, but was perhaps the most effective when used in battle. The musicians would play marches and other martial music. There were drum rolls, trumpet and bugle calls, and perhaps even a piper given the nationality of the crew. Add to this the noise of the ship’s cook beating upon his pots and pans and the crew stamping their feet or beating their weapons against the ship. Finally top this off with the sounds of shouting, screaming, and shooting, both pistols and rifles as well as cannons and deck guns. Your imagination can supply you with the details of the scene. The intended result is achieved: the morale aboard the pirate vessel is raised to a fevered pitch while the morale of their intended prize is shaken.
Striker
The striker was often well travelled and knew something about everything, at least as far as the world around him went. He was a skilled hunter who trapped sea turtles and manatees, fished for sharks and other large fish and also hunted wild game when the crew came ashore. His knowledge of local plants aided in collecting edible fruits and vegetables as well as medicinal plants and herbs. The striker’s expert ability at hunting and fishing earned them a spot among the crew and made them a viscous warrior.
Our World
Spoiler: Ethello
Ethello
Climate: temperate and cold regions
Home to most of the Witches and Wizards in this world, no matter the race, but also the homeland for all humans. Largely urban country with agricultural and open country further from the coasts. Humans make up the bulk of the population, but many others races fill the streets and Race Quarters (slums). Ethello is run by the powerful magic users that were either born in, moved to, or were captured and brought to its shores by the global police force known as the Seekers. Each Wizard Lord or Witch Lady has their own small county with their own capital.
Balefire: The largest port on the Western Coast and some consider this to be the unofficial capital of Ethello, excluding Lord Malkor of Balefire who calls his estate of Wormwood Manor the capital. Balrefire is the center for all trading since every trade needs to go through Balefire to reach the other cities. Consisting of everything from the slums to high end Wizard estates, it really is one of the biggest melting pots in Dayas.
Witchwood: A larger inland city north of Balefire and east of Skullsplit pass, Witchwood is largely controlled by Wizard Lord Kellor, a direct ally of Lord Malkor. The city inhabitants themselves make a living trading the magical herbs that grow within their borders whose properties are varied in nature from healing to magical enhancements and poisons.
Mysterium: A small town to the East of Balrefire. While the smallest of the four great Wizard cities, Mysterium is the hub for all the Mage Hunting Seekers and the premier training grounds for Battle Magic everywhere. This city is run by Lady Isabella and despite her cities small size the weight of being the one that controls Ethello’s police force makes up for it.
Runepeak: A large town directly on the border between Ethello and Arthinain. Being on the frontlines of an age old war between Humans and Elves, Runepeak was forced to become the central forging hub for all the magical items known in Ethello and much of the other civilized countries around Dayas. As such Runepeak is a militaristic town and the home to many noble mercenary bands. It is run by Lady Giselle and despite being a city always ready for war Runepeak is rumored to be one of the nicest and noblest cities in Ethello. The Seekers are kept in check against abusing their power by the City Watch known as the Red Marchers, and usually with their superior enchanted gear the Marchers win.
Spoiler: Arthinain
Arthinain
Climate: tropical and dry regions
Homeland of the Elves, and also the largest concentration of nomadic Beastfolk. A land of tribes with isolated urban outposts deemed neutral ground for all in accordance with the Blood Crown treaties. Elves are the largest, most prosperous tribe in this land, but the “Beastfolk Alliance” is the second largest group and have often been at war with the Elves hence the need for the treaties. These neutral cities are the hubs for trading and where nearly all non-Elven and non-Beastfolk people that live in Arthinain. The Elven colonies are patrolled by the Emerald Blades and by large they are the Arthinain version of the Seekers. Hunting down mages, acting as police, and being the frontline fighters for the Elven people.
Foulport: A port situated off the southern end of Arthinain inside the cove of a cliff face. The Port itself is known as a nest of Pirate activity and shady transactions, and most of the illegal slave, drug, and smuggling trades run through Foulport at one time or another on their way to various destinations. The Port itself is accessible only by sea, as it is guarded on three other sides by towering cliff faces and mountains.
Cubaneo: A bustling dirty port city, while it is bustling the place is mostly slums and often looked at as a cheap pleasure center for many wanderers looking to clean up, drink up, and get down.
Isle of the Itican: One of the few islands inhabited entirely by a race of Beastfolk. In this case, the feline Itican, the race and the island are fairly split down the middle between male and female. The island is frequently at war with the split clans constantly fighting to dominate the other.
The Green Camp: The largest all Elven city in Arthinain, it is located atop a great hill deep in the jungle country of the continent. Many Elven families call this lush basin home, it is also the Headquarters of the Emerald Blades. The city is run by an Elder Council consisting of the wisest Elves from the oldest families. They trade many rare gems they have mined and hunt the many animals that call the area home to sell the excess meats and hides.
Longtooth: The Beastfolk only city at the center of the Alliance and the largest concentration of Beastpeople in the entire nation. Each clan has it’s own quarters within the confines of the city’s natural stone walls. Catpeople, Dogpeople, Lizardpeople and many more, peace is kept amongst the usually aggressive races due to the efforts of the Collective Hunters. Representatives from each race patrol in groups of four or six and using a network of contacts and signals to keep an eye on everyone. This village is run by an Elder Council of the Chiefs for each race.
Spoiler: Marina
Marina
Climate: tropical and temperate, with many rivers and deltas
Homeland of the Dwarves, and many reservations for Orcs and Goblins. A land filled with thick forests, raging rivers, wild beasts, all under the iron fist of the Dwarves. Like Arthinain, Marina is full of tribes and clans. Only the people don’t live in isolated plots of land, they live in magnificent cities with technological wonders that can rival the arcane strongholds of Ethello. But even around these large cities, the wilderness reigns and that is where the reservations of Orcs and Goblins live after they were banished from the Dwarven cities long ago. These cities are built up around the deep Dwarven mines and run by the owners of said mines.
Blackiron: Large but also mostly flat city run by the Blackeye Dwarf Clan. Weaponsmiths, armorsmiths, and the ones that hold the monopoly on the high grade metals used by much of Dayas. They are a stoic lot and known for their heavy guards and shock troops that can mow over a battlefield like an avalanche.
Goldspire: A city taller than it is wide and run by the Goldskin Dwarf Clan. Goldsmiths, Jewelers, and part owners of the fat East Mines that create nearly a third of Dayas’s gold. An arrogant and regal group of Dwarves they are known for their fine clothing, fine ale, and love of blood sports where criminals and those unlucky enough to earn their ire are tossed into a ring and expected to fight for their freedom. Also known for the shining Golden Knights that act as commanders and royal guards for the Goldskin leaders and their armies.
Silversteps: A city built going up the side of a large hill run by the Silvermane Dwarf Clan. Silversmiths, craftsmen of luxury items of all descriptions, and part owners in the fat East Mines that create a third of the world’s silver. Silvermane’s are less arrogant than the Goldskins, but are temperamental when things don’t go they way the planned it. They are very big on martial prowess and have some of the most highly skilled and disciplined combat troops in the Dwarven homeland.
Bronzebrick: A fortress city with high gleaming walls that is run by the Bronzehand Dwarf Clan. Builders and Engineers, the Bronzehands are the classic nose to the grind workers and are famous for making massive steam-powered golems that can fight better and longer than any trooper the world over, but the creations are wildly expensive and a pain to fix out in the field, so they rarely see action outside of defending the town from attacks.
The Caitain Archipelago: The largest island of Caitain and the sister islands in it’s small archipelago is the site of one of the most desperate magical battles of history. These sort of scars do not heal quickly. The ambient magical energies have given the humans that live on the island a strange connection. To this day children born on the island are soul tied to animals. This connection lets the two beings share each other’s bodies, strengthening both of them. The animals usually grow in intelligence and age form this connection while humans get physical traits/abilities that otherwise would not be available to them. However this connection means that if one of the party dies the other soon follows dying depressed and lost.
Spoiler: Dartmor
Dartmor
Climate: temperate, cold and polar
Homeland of Orcs and Goblins, but also home to many reclusive clans of other races since Dartmor is considered a safe haven for the unwanted. The cold mountainous lands where all Goblins and Orcs can trace their ancestry from. Built around the arts of war and smithing, Dartmor is a hub for the metal trades around the world, some would even say Dartmorian weapons and armor can rival those created by Dwarves. Like Ethello, Dartmor is a more urbanly built country with the centers being around the legendary training barracks of the many Mercenary bands that have fought for control over each city. Outside the cities there lies large barren scrublands and tundras where the Derelicts, or any unwanted people that have been banished from the more civilized areas of the world. Penal Colonies, Crime Families, and even some Mage Convents where people with magical powers have fled the very long arm of the Seekers of Ethello.
Agrog: The Icy city of the North, filled mostly with gray or white skinned Orcs and home to the Icedart Guard Mercenary band. This snowy fortress is an imposing structure built by the early ancestors of the Orcs and is debatably the oldest settlement in Dayas. They are skilled at forging and utilizing heavy two handed weapons and known for being dangerous survivors.
Sickle: The Vibrant city of the East, home to mostly Green skinned Goblins and the base for the Wild Tamers Mercenary band. This wide spread plains fort is built of extremely strong and remarkably fire resistant wood called rock pine. Known for their skill at creating and shooting ranged weapons and having very keen eyes.
Semoniy: The Rocky city of the West, a town filled with black skinned Orcs and the red skinned Goblins, and the base for the Rock-Breaker Mercenary Band. The city is actually built into the sides of several large mountains running along the Sawback Range. The citizens of Semoniy are skilled miners, forge remarkable one hand weapons, and are skilled at their use.
Elzaor: The Woodsy city of the South, Elzaor looks like a bigger version of Semoniy and a wooden version of Agrog. It is a large fortress complex also made of rock pine, but massive and straddling a rushing river filled with rapids and jagged rock formations. It is home to the River Wardens Mercenary Band. And populated by both Orcs and Goblins of a curious blue complexion, somewhat hinting at the shared lineage Orcs and Goblins are said to have. Some even say the residents of Elzaor are closer to the ancient Orcs and Goblins than the other races. They are skilled in making and wielding deadly pole-arms.
The Bare Lands: While the four main cities of Dartmor hold much of the nation’s populations, the vast lands between the cities are filled with the outcasts of all civilized societies. Prison Colonies, Renegade Tribes, and reclusive villages filled with people trying to avoid the long arm of the law.
Established Races & Lore
Spoiler: DetailsMer can only reproduce with humans. Male mer (mermen) are sterile, leaving female mer (mermaids) only able to reproduce with human males. Young mer age quickly, the infant and adolescent period no more than seven years, after which the aging slows to a standard human’s.
Dunmer (dark elf) is a race that's believed to be cursed and is not a race that is tight-knit. Elves have their sanctuaries in forests and that's often where one can find their cities and communities, which sometimes cross-over with smaller human and other race's communities, but on the whole they're mostly separate from others. Dunmers are not. They integrate, they'll be found in cities and islands and spread out across everywhere. There are no large families of Dunmer, many children are estranged from their parents. This is because of the "curse" that Dunmer are believed to carry and Graveward's experience is a very good depiction of this - tragedy will befall Dunmer and the more Dunmer that are gathered in one space, the more horrific the tragedy. Elves aren't as inclined to vicious behaviors as humans and Dunmer, or some of our other races are.
Caitainians are from the island of Caitain and the sister islands in it’s small archipelago is the site of one of the most desperate magical battles of history. These sort of scars do not heal quickly. The ambient magical energies have given the humans that live on the island a strange connection. To this day children born on the island are soul tied to animals. This connection lets the two beings share each other’s bodies, strengthening both of them. The animals usually grow in intelligence and age form this connection while humans get physical traits/abilities that otherwise would not be available to them. However this connection means that if one of the party dies the other soon follows dying depressed and lost.
Iticans are an anthropomorphic feline race that occupies several islands in the south sea near Arthinain. Separated by gender, male and female Itican are highly territorial and only meet once a year for mating purposes, part until the offspring are about to be born, where they meet and are together for the birth and then separate again several weeks later with their offspring, newborn males with males and newborn females with females. This is often a tense time between the Itican parents, but tradition is highly valued and stated that any violence that crossed into the small community built for mating and birthing would haunt all of the children of that year for the rest of their lives.
Rules & Information
Spoiler: Rules
- Rated M for mature content possibly including but not limited to: graphic/triggering situations, multiple religions, sex, violence, language, and alcohol and drug use.
- All Roleplay Adventures site rules apply.
- Myself, appointed co-GMs (SikstaSlathalin), site-appointed moderators and administrators are in charge - one of them says knock it off, you knock it off.
- Treat others with respect and decorum, anything else will not be tolerated.
- Keep coding the way it is in the character sheet - copy and paste, copy and paste.
- Do not post in the IC before your character has been approved in the OOC.
- I expect quality posts, literacy, grammar and spelling must be checked. Mistakes happen, but seriously, do your best.
- Two paragraph minimum for IC posts. Do not rapid-post character interactions; create a cooperative post with another or multiple members of the roleplay if necessary. Cooperative posts will count as a post for all characters interacting in the post.
- If you are going to be gone, please let me know by stating so in the OOC.
- I work. A lot. I know you all have lives, too. This RP shouldn’t be rapid-post, but a post once a week or so isn’t too hard to maintain. I or my co-GM will message you if we feel you should post.
- If you’ve read the rules, post a cute emoticon at the bottom of your character sheet.
- Rules are subject to change at our whim and say-so. Pay attention.
Spoiler: Information
- We are working with 17th-18th century technology, so keep armor, clothes and weapons all sensible and era appropriate.
- Some fantasy races are allowed, but nothing that makes little to no sense to be on the open sea (vampires, stone golems) and nothing with inherent magical or epic supernatural powers (angels, demons, dragons, full wizards or witches, fae).
- While druids and small-scale, time consuming, ritual-style magics are allowed, there will be no spell-flinging witches or wizards on our crew.
- Enchanted items are allowed, but not common and will, for now, only be small things like necklaces or rings and enchantments must be kept simple.
- One character will be accepted per person, to start. If you want to make more than one down the line, talk to myself or my co-GM and we will discuss.
- If you are unfamiliar with the MBTI personality spectrum, here is a handy guide. I find it helpful to consult when considering the right personality for the character I want to creature.
- Now that you've made it this far, make sure to include a mini-post as your character in the "other" section of your CS, as a sample and confirmation you've read and understand.
- If you have any questions, please ask! We're happy to answer any!
Character Sheet
Spoiler: ExampleCharacter Name Title & Nicknames
Age: 18+
Gender and sexuality:
Race:
Appearance:Spoiler:[img][/img]
Description and/or photo, no anime/cartoons
Include clothes and armor descriptions
Powers and/or talents:
Racial (limit 2 race-based powers)
One Skill:Mundane (include mundane skills)
Two Skill:
Three Skill: List as needed
Weapons: Limit 4 to carry on person
Personality: Minimum of one paragraph. Consider using MBTI spectrum. Can also include likes, dislikes, pet peeves and character tics.
History: Minimum two paragraphs. Explain your character; how they came to be who they are, where they come from, what led them to piracy and why they stay with this crew, or made them join. You can leave us in the dark about some stuff, but in general, think it out.
Other:
HTML Code:[b][size=5]Character Name Title & Nicknames[/size][/b][hr][/hr] [indent][SIZE=2][b]Age[/b]: 18+ [b]Gender and sexuality[/b]: [b]Race[/b]: [b]Appearance[/b]: [hide=][center][img][/img] Description and/or photo, no anime/cartoons Include clothes and armor descriptions[/center][/hide] [b]Powers and/or talents[/b]: [INDENT]Racial (limit 2 race-based powers) [indent][U]One Skill[/U]: [U]Two Skill[/U]:[/indent] Mundane (include mundane skills) [indent][U]Three Skill[/U]: List as needed[/indent][/INDENT] [b]Weapons[/b]: Limit 4 to carry on person [b]Personality[/b]: Minimum of one paragraph. Consider using MBTI spectrum. Can also include likes, dislikes, pet peeves and character tics. [b]History[/b]: Minimum two paragraphs. Explain your character; how they came to be who they are, where they come from, what led them to piracy and why they stay with this crew, or made them join. You can leave us in the dark about some stuff, but in general, think it out. [b]Other:[/b] [/SIZE][/INDENT] [hr][/hr]
Characters
Accepted characters.
- Sebastian Grimm, Captain
- Brigett Hilgard, Quartermaster
- Rozzir 'Roz' Samhain, Lookout & Rigger
- Avan, Priest & Healer
- Barenziah "Graveward" Aren, Master at Arms
- Leeka Ferrowind, Striker & Diplomat
- Teasel, Runaway & Captive
- Ssajiir'Ikkan "Scales", Pilot/Helmsman
- Bartholomew Rodgers, Sail Master
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