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View Full Version : [M] Specs in the Ocean (OOC)



Vaidia
08-07-2021, 09:01 PM
Specs in the Ocean

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IC (https://role-player.net/forum/showthread.php?t=96514)

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[Rated M for language, violence, elements of supernatural/fantasy horror, and other potential mature themes.]

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https://thetruelystria.files.wordpress.com/2015/08/gargantia-cover.png

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Atlantis. This once beautiful world, full of life, cities filled to the brim with people. Hundreds of years ago, the Great Drowning began and covered the world in an endless ocean. Ancient mountain tops are now the only land masses, too small to support the remaining world’s population. Most who survived began to construct ships from whatever they could get their hands on, and began to live on the ocean's surface. Today, hundreds of fleets travel the ocean, living off of what they can catch and grow, salvaging from wrecks and cities on the ocean floor in this world they know as Nero.

Over the years many have been exposed to unique materials, radioactive substances, and were changed over time. Those who’ve been affected are more kindly referred to as “Shifted”. The few island settlements tend to reject such beings while the Shifted are more welcome in the fleets that inhabit the sea.

These fleets that roam the great ocean are generally self-sustaining, growing and gathering their own food out at sea as they seek and retrieve salvage from the ocean floor, hoping to get some of the ancient crystal powered technology used by their predecessors. Technology which has not been seen since the drowning of the world. Energy sources that would put the gas they use to shame, weapons that could easily punch a hole through a ship’s hull, and equipment that could do the same job better than anything else known.

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Fragments of the Atlantian past still remain in Nero, manifesting itself as magics and creating the backbone of technology that exists in the present day. The powers are both great and dangerous, and veiled in the mysteries of the past. Many are still undiscovered...

Atlantian Made Items (AMI)- Materials crafted in the Age of Atlantis. Everything down to the base material, such as cloth and metals, were made in a specific way that allowed for maximum optimization of Atlantian life. The methods on how such things were made has been lost to the ages.

Crystals- Most Atalantian Tech was powered by strange crystals. The energy in them, once honed, does not exhaust. Very few true crystals still exist in Nero, which work without fault and are relatively benign to the handler. Most Crystals now exist in shards, which are often corrupted and cause significant and dangerous distortions to any one who dares touch them. True crystals are marked by a glow of pure white light, while corrupted ones have one more color prominent than another. Some of the corruptions can serve certain advantages, but the risks they pose often outweigh the merits. Some corrupted crystals only work under certain conditions as well, such as under the light of the sun, or every day but Tuesday (whatever a Tuesday is).

Atlantian Technology- Using the combination of the Crystals and AMI, Atlantian Technology is able to achieve things that seem more like a Fantasy in the current age. Machines that grant flight, automatons that do housework, weapons that could destroy an entire city in the blink of an eye-- the stories still exist of them all, although nothing of that level has been salvaged. Or, no one has lived to be able to return it to Nero.

Rune Magic - Atlantian technology also relied heavily on runic inscriptions onto AMI. The runes mostly appear in shapes created by spiral designs, and rarely includes closed shapes. The runes seem to work as an instruction manual or circuit board for the Crystals energy. Most of the Runic Language is lost, and only some of the knowledge on how to engrave it onto AMI remains. There are a few Runic Artisan that have carried on the craft, but they are guarded and watched constantly. Seeing items with Runic Inscriptions is not uncommon, however being able to activate the runes either requires a Crystal or a vocal component to help them work. Using ruins with a vocal component seems to work even without a crystal nearby, although it is not as strong as it would be fully powered. Runic Magic is not too uncommon to see in everyday life-- it is often used in lighting and as an incendiary component for some weapons. More advanced runic magic tends to err on the side of advanced engineering. There are cases of Rune Magic being used on organic materials, but it is seen as a taboo and is incredibly dangerous to attempt.

Soul Magics- The most taboo magic. Anyone caught practicing this is incapaciteated on sight, either by imprisonment or death. The practice of it is considered a crime akin to deranged murder, even among pirates and other more lawless types. Tales of those who use Soul Magic are often used to frighten small children into behaving. It is rumored to be part of what caused The Great Drowning. Soul magic is the act of binding your soul with an item, which you are then able to control with your mind. Those who partake in Soul Magic have distinct physical features. The iris loses almost all color (the pupil remains as normal), and the hair also becomes colorless, a corpse like pallor to their skin. In the present age, Soul Magic is most commonly seen with Shipwitches, who haunt the darkest of ruins and seek sacrifices for their broken souls.

Alchemic Materials- everything in Nero has a low level of Altantian energy that exists within it. In the age of Nero, this energy has been harvested in a new way in the form of various Alchemic Potions and Materials. The Alchemic Materials are made by refining the Atlantian Element either to a reactive form, or to its base element. In its reactive form, it can be combined with other things to create new and strange things. Or, in its base form, it is raw elemental energy. The most common positions are ones to enhance natural abilities (sight/night vision, strength, resistance to hot/cold), or things to mimic elements (flask of fire, ice, air, stone). The most common Alchemic Materials are used to mimic combustible elements or other reactive elements. Most Alchemic Materials come from plants and other living things, which are most often grown in the Anchored Island cities, as they have the best access to consistent growing conditions for some of the rarer plants.

Other Tech Notes- Most everything used today is either gas powered or powered with Alchemic Materials, as ancient Atlantian tech and uncorrupted Crystals are hard to come by. Gas is one of the few resources that is easy enough to find in its natural form, although it can also be made through Alchemic Synthesis. Other materials, like metal, are less common to come by and are often made up of Salvaged materials versus refined from a natural source. Guns and other firearms exist and use Alchemic Materials, rather than gunpowder, to shoot.




Although life perseveres on Nero, there are still many dangers. Some have always been, and some have are new to become. Maintain sharp eyes and a calm mind, and do not trust the song of the sea.

Pirates- Those who would rather cause harm to others and take from them rather than work for it like everyone else. Most are generally immoral and are normally outcasts of society, those who were exiled from the anchored cities or cast off from ships and fleets. They normally form small bands or fleets of their own.

Animals- Sharks and other predatory sea creatures, although dangerous, generally don’t bother things they don’t see as threat or food. Stay calm and use caution, and you should be fine.

Atlantian Corruption/Radiation- As a result of The Great Drowning, much of the Atlantian Technology became corrupted and twisted. Things often go weird in proximity of the ruins, causing illness and madness on the mild end, and deterioration of reality and death on the more severe. There are lingering effects sometimes, giving the effects the name of the “Atlantian Curse”, which can sometimes be dispelled on varying and often strange conditions.

Waste Islands- Masses of volatile Atlantian Technology that float around the Sea. The areas around these are incredibly unstable with Corrupted Crystal Energy, and have brought the deaths of many foolish Scavengers.

Sea monsters- Not all of them are documented, but there have been mentions and communications of things out of legend like megalodons, Krakens, giant sea serpents, and more. Just as the Atlantian Radiation has changed humanity, so has it changed the wildlife, some more than others. There are both creatures that exist beneath the waves, and ones that thrive on the Waste Islands.

Storms- Storms are not often a danger for any established fleet, as many know how to either avoid them or are fortified enough to withstand even some of them more treacherous storms. However, some storms are augmented if they have passed too close to any Atlantian ruins or Waste Islands. They cause more than raw destructive power, and seem to distort reality itself.




Nero has a thriving culture, with a growing amount of diversity and pride. The Sea is now all that exists in the memories of the people, but some still cling to the past, desperate to maintain a now dead world...

Shifted Humans- There are some humans that were more affected by the residual Atlantian radiation left over after the Great Drowning. The changes were subtle at first, mostly manifesting as slightly enhanced reflexes and the ability to survive longer underwater. In the present age in Nero, the changes are much more pronounced, often manifesting with more animalistic features, such as hound ears that improve hearing, gills that allow breathing underwater, sharp hawk like eyes that can see far away details, fur that resists both water and sun, and many other features that match creatures both known and unknown. Yet, for every advantage that the Shifted have, there are disadvantages as well. The improved hearing can often grow tiresome in the noisy environment of Fleet life, having gills makes extended periods away from water uncomfortable, and other balancing factors.

There isn’t a clear answer on what causes some humans to be Shifted, and what causes some to be more normal in appearance. It is averaged that about 1 in every 5 humans is Shifted in the present age, but it can vary either way depending on the settlement or fleet. There seems to be a genetic component to the Shifted, as children of Shifted will also likely be Shifted themselves, and sometimes some of the traits will mix, allowing for feline Shifted that can also breathe water.

Shifted humans face some prejudice, mainly on the Island settlements who consider them second class citizens as they are viewed as corruptions of the original Atlantian form. Most fleets are relatively accepting of the Shifted, as many of their features allow for them to be incredibly useful crewmembers. There are some fleets that only have Shifted crewmembers, and they tend to have the strongest operations, although many of the island settlements refuse to trade with them.

Fleet/Seabound Humans- The majority of humanity lives on The Sea, traveling in Fleets of ships retrofitted that serve as both ship and home. Fleets range anywhere from quite small, only containing a handful of ships and a few hundred people, to tens of ships with populations in the thousands. Each fleet is its own independent community, and many are self-sufficient to a degree, although trade between fleets and the Island Nations is commonplace. Most fleets are mobile, following the currents of The Sea, and scavenging materials from the old world. There are some independent vessels, but The Sea is treacherous and does not take kindly to those who would take it lightly.

Each Fleet will usually have a “Fleet Admiral” that is registered as the main commander of the Fleet. There is a loose system of registration with the Fleets of Nero which allows for records of trade to be made between the Island Nations and the more established Fleets. Other than this, there is no rule on how command on a ship needs to work, but most fall into a structure that is a combination of city governance and a slightly militaristic command structure. There is a basic moral code that exists, emphasizing the importance of life and not taking more than one’s share.

Culture on the fleet revolves around the value of life and efficiency. Everything that exists on a ship, exists for a specific function. Waste is frowned upon, but that does not mean everything is utilitarian. There are celebrations held on the ships, and a decent amount of pastimes that members partake in, as not everything is work. Music is relatively popular, as is crafting objects of art and function from the Scavenged Atlantian Materials. Those that are disabled are also usually treated relatively well on most Fleets, as any life that exists is not a waste. There are many who have never set foot on any form of land, and never intend to as it is considered bad luck. There are several other superstitions that exist, but they vary from Fleet to Fleet, making it easy to commit a faux paus if moving between communities.

Common jobs for the Seabound Human include anything related to the operation of various ships (including weapons operation), communications crew, farming, scavenging and multitude of others.

Islanders- The most stable form of society in Nero. The Island Nations are a system of about 23 different cities that formed around either Mountain tops that were above the surface, or ones close enough below to anchor an establishment to. They tend to be the most educated in Nero, with a formal schooling system existing in all of the cities. They also tend to be the most adherent towards what they perceive how things were in the past, which makes them apprehensive of anything that is a change from before. For this reason, most cities do not treat the Shifted Humans well, as they are seen as an aberration and sign of human folly. Most live decent lives, but there are some people that fall through the cracks of society.

The Governing body of the Island Nations functions like a republic, with a certain number of officials either selected or elected from the populace to represent the city. Most run day to day operations independently, but there are certain laws that all of the Nations follow. Every four years, there is a gathering of the officials in the capital city of Delphi, where new laws are voted on and taxes and tariffs are determined. It is quite the journey for some of the cities (taking months of time), so it is made into quite the spectacle. There are rumors of a more streamlined governance being developed.

Culture within the cities is rather lively, as the stability of the cities allows for a more prominent scene with the arts. Theatre is quite popular in the cities, and there is even a form of a Movie Theater using Atlantian Technology in Delphi. People are invested in unraveling the mysteries of the past, and new discoveries are common topics of gossip.

Common jobs include any of the usual jobs to maintain the infrastructure of a semi floating city, scholar, Runic scholar, politician and miner.

Pirates- Any those who do not follow the basic moral outlines of Nero fall under the umbrella of “pirate”, but the definition covers everything from the classic marauding raiders to outliers of society. Many pirates organize into their own fleets, taking what they can from any that are less powerful or prepared than they are. There is a clan system in place for some of the more organized pirates, using Rune Magic inscribed onto skin to identify one another. The runes allow for incredibly basic effects, such as light shining or making the touch warm or cool, as that is as much as they can manage before the marks become unstable.

Agriculture and food sources- The most prominent crop of Nero is a seabased plant named Rascalan Weed. Named after the one that discovered and cultivated it, Rascalan Weed has several uses in Nero. The plant itself floats, and it’s long roots are capable of absorbing the salt from the water. The salt itself can be harvested from the leaves of the plant, while the stalk and fruit produces a fibrous material that can be used to make rope and woven into various fabrics (nicknamed saltsilk). It has been cultivated by human hands for long enough that it is considered to be an invasive species in the wild, often disrupting the natural ecosystem where it grows and causing issues for some ships with buoyancy changes between salt and freshwater. With the help of Rascalan Weed, Fleets can be relatively self-sufficient. The easy fresh water source allows for other crops to be grown, with entire barges or shipping vessels converted into floating farmplots, growing both plants for food and Alchemical uses.

Beyond agricultural resources, the average diet in Nero consists (unsurprisingly) of fish. Only around one quarter of the Fleets that have enough resources to have their own pens for more conventional livestock, but even then it is smaller and easy to care for animals like chickens and goats.

Island Nations also have the same space considerations, and only the largest of cities have a more ambitious layout for their food sourcing, having both fields for large livestock and abories for fruit trees and lumbar.

Saltsilk- The main textile in Nero. It is a byproduct of Rascalan Weed, and it is unknown if it was intentionally designed to be used in such a way. The fruit is similar to cotton, but isn’t quite as soft but it is more durable. The unrefined material is either a pale yellow or pink, which becomes quite vibrant when woven into cloth. The stalks of the plant can also be made into fabric, but it tends to be more abrasive so it is most often used in non clothing textiles and in rope.

Other Resources- New sources of metal and queries of stone are very difficult to come by. Most of what exists has been salvaged from either the floor of the Sea or from precarious expedition into a Floating Waste. There are a few mines into the Island Nations, but they are dangerous endeavors as the earth may hunger, but the Sea hungers more, and going in too deep usually means a watery demise. However, there has been relative success with harvesting and refining natural gases, as there were skeletons of old refineries that were functional enough to repair and use as a energy source. Much of the gas has been alchemically enhanced to be even more efficient.

Infrastructure- there is not a uniform infrastructure throughout Nero. With each of the fleets being their own city states, the only major political structure that exists are the Island Nations. There are established routes on the sea for trade and a mail service, but much of the sea is still a wilderness. Some long range communication does exist, but it is unreliable at best. It relies primarily on a network of buoys throughout the main trade routes, but the infrastructure of the technology is prone to failure. Ships do have remnants of radio communicators that are mostly used for communication within the fleet itself. Because they work at such a short range, and because the fleets travel so far apart, they aren’t useful for communication between fleets and any mayday call given is often a last ditch effort that goes unanswered. There have been some attempts to tap into the Atlantian communication networks, but much of the infrastructure was destroyed. What has been salvaged does still work, but often in unpredictable ways.

Sea Echoes- Errant broadcasts caught from still functioning Atlantian Radio stations. Sometimes, it is strange music that is playing. Other times, it is talk shows about hobbies that no longer exist. Most times, it is indistinguishable garbled sounds that could be mistaken for screaming. The more superstitious shipmates think hearing any Atlantian broadcast is a bad omen.

Other Cultural Notes- There isn’t much disparity between genders in Nero-- what a person can do is more important than the gender they are, and all genders are quite capable of surviving in Nero. Relationships between all genders are also commonplace. There are a few different types of civil unions in Nero, the most common being a type of contract between two or more people who wish to formalize their relationships. The Island Nations also have a union ceremony they often perform that is close to what existed in the time of Atlantis, where two or more people swear loyalty to each other in the presence of a Crystal, and are “given it’s blessing” so long as they remain in union. The Crystal ceremony is usually only accessible to the more well-to-do people of the Island Nations, as viewing rights to very few true crystals is limited.

There are also fleeting religions that exist in Nero, but nothing formalized enough to exist broadly among the people. The closest things are the Island Nations attempted adherence to the ways of Atlantis, and the superstitions of the Seafaring Folk. There has been a recent rise of centralization and standardization of the History of Atlantis, which has caused alienation to some historians that have theories that do not line up with what the current beliefs are. Some of the Pirate clans have formed belief systems around different Sea monsters and Runes.




The world is Drowned, but life lives on. There are places that do not forget, and those that are desperate to. Do not linger in the comforting shackles of memory, for the hands of the sky shall now guide you.

Nero- A rather large planet, with a circumference of about 40,000 miles. Nearly all of it is covered in water, with the exception of a few mountain tops that remained above the surface after the Great Drowning, and the frozen poles. Weather can range from extreme hurricanes, to mild and calm days, to frigid winters. Luckily, much of the weather travels in a pattern that is easy enough to navigate around.

The Sea- The people of Nero, while sometimes caught by whims of fancy for naming things, are quite straight forward when it comes to the thing that covers nearly the entire surface of the planet. While some areas have nicknames, most are rather literal names (North Sea, Central Sea, ect).

Island Nations and Anchored Cities- After the Great Drowning, only the very peaks of the old mountains remained above the surface. These became local hubs for humanity to begin rebuilding the world, serving as an anchor for floating cities to be built around, and a stable surface for imposing keeps. There were even some caves and mines found in the mountains, but any excavation into them is incredibly dangerous, as there is a high risk of the caverns flooding. There have been enough successful mining operations to give some Island Nations a good deal of economic leverage in the world. Others have more influence due to their agricultural strengths, the stable conditions allowing for a strong growing conditions, and some horde heirloom seeds from before The Great Drowning. The Islands also serve as a cultural hub, as the efforts to conserve Atlantian History and Technology are most centered in the cities. It is said, in some of the larger settlements, one could almost go their entire lives not seeing the Sea.

Delphi- the largest of the Island Nations, built around the peak of a now inactive volcano. The massive cavern within the mountain serves as the location of the Atlantian Palace. There are several stone keeps and watch towers built onto the once peaks of the mountains, giving a vantage point of several miles to the surrounding seas. The city proper is made up of several ships lashed together, creating an intricate network of surface level installments and tunnels below deck. Beyond the city proper is one of the more intricate floating farmland installments, and one of the busiest “ports” in Nero.

Atlantian Palace- Part university, part state building, it is a hub for Atlantian studies and serves as the main house for governmental affairs. It is the only place where Runic Magic can be studied without persecution. Technically, much of the building is beneath sea level, but there was enough Atlantian technology discovered to keep the building from being flooded. It was built from the ruins of an old mansion, and is one of the only known buildings to have survived above water after The Great Drowning, although most of the interior was originally waterlogged.

Frozen Wastes- At each of the poles of Nero are the Frozen wastes. The northern pole is known as Boreas and the southern pole is known as Krios. Both are similarly inhabitable, the conditions so cold that even time seems to stand still.

The Maelstrom- there is a region of the Sea that is always in the throes of a terrible storm. At the very border is a dense fog that seems to extend far up into the heavens. Flashing lights from the storm can be seen within. There are a few who have made their way through the maelstrom edges of the maelstrom, and tell that the whirlpool at the center stretches further than even the most skilled eye can see. Unlike the Atlantian ruins, where things simply go weird, all Atlantian technology seems to fail upon crossing the line of fog. Luckily, the Maelstrom is very easy to avoid, located in the South Sea, far from any trading routes.




Those who live at sea all know respect, or they do not live long. The Sea knows only how to be, and cares not for stories.

Mars Fleet- Known for being the diplomatic force in the ocean, serving as a neutral voice in conflicts between fleets, and running general aid missions. Those wanting to study as doctors will often spend some time on the Mars fleet before joining or rejoining their own fleet.

Pluto Fleet- The largest of the registered Fleets in Nero. They have the most influence on trade outside of the Island Nations, as many of their ships are used to transport goods. They are well respected among the fleets, but are known to throw their weight around to get what they want. Many of the popular scavenging sites are under their control, but they allow other fleets to try and salvage in territory they have claimed. For a price.

Talaria "Fleet"- the mail couriers of the world. Mostly consisting of smaller vessels that run messages and letters around the world. They don't transport much more than correspondence. Even pirates don't usually mess with them, as they have an agreement worked out where they carry any letter from any client. There are a couple larger ships throughout the world that serve as mail sorting facilities.

Faros Clan- A Pirate clan based around the Rune for Light, which they tattoo as a brand on their skin. They follow a strict moral code, which they use as justification to attack and steal from other ships. Most of the number come from stranded survivors of shipwrecks (sometimes of their own making), who they rescue and attempt to convert to their moral code. Any that refuse are returned to fend for themselves at sea, unharmed but far away from any hope of rescue. They think the Maelstrom is sacred.

Cacus Clan- Another one of the well known and well feared Pirate Clans. They are based around the Rune of Fire. They are known for their wanton love of destruction. Most of those cast from society for their violence end up with the Cacus, as cruelty and brutishness is celebrated. The only ones they will not attack are those of their own clan, as doing so is grounds for expulsion from the “fleet” in the most explosive of ways. To prevent false accusations, they have a surprisingly thorough judicial system.




There is more to the vessels that sail upon the Sea. What is mentioned is but a guideline. Humanity was lucky to have so many ships upon the seas.

Salvaged Ships- Even though a vast majority of Atlantian technology relied on Crystals to power them, a wide variety of ships used more conventional power sources, such as combustion based engines. Several of these ships were somehow able to survive the Great Drowning, and became the foundation for society in Nero. There is a hodgepodge of different ship hulls that have been retrofitted into new functions, having entire housing complexes built atop them or being frankenshipped into nautical wonders.

Wind Powered Ships- Those ships that did not have a surviving engine, but still had a serviceable hull were converted into wind powered vessels. It is the most common form of power for the smaller crafts, but requires more skill to man them. Sails on the ship are typically made of Saltsilk, and are known for their vibrant colors.

Atlantian Ships- There are a few functioning Atlantian ships that still exist, and they are technological marvels. They use a combination of both underwater propulsion and wind to move, and are very agile and smooth moving vessels. The most advanced ship found is able to sail itself, the location on the (out of date) map needing to be selected before the safest and quickest route is found. These ships are magnets for pirates, so they are normally seen in possession of the larger fleets, or well hidden in the island settlements (or in the possession of pirates-- for a moment until they are either stolen again or destroyed in battle).




The Story is based around one of the many fleets of ships wandering the world, called the Poseidon Fleet, and the journeys and adventures upon one of its ships known as The Orphan.


The Poseidon fleet consists of a cruise liner, 3 cargo ships, a battleship, a cruiser, a destroyer, an aircraft carrier, and 2 agricultural barges with several smaller vessels that often come and go more freely. The regular population of the Poseidon fleet is around 500 people, approximately half of them are Shifted.

Cruise Liner “The Hearth”, Captain: Amalita de Poluntus. - Main residential area, and central command of The Poseidon Fleet.

Cargo Ships “Cronos” and “Atlas” - Ancient Cargo ships, repaired and raised, put into service as giant storage ships. Cronos is the bigger of the two ships and is thus the main storage. When Atlas is emptied, he is then used as a trade ship.

Battleship “Little Sister” - A frankenship that is closer to a larger than normal heavy cruiser with better firepower. Certainly the biggest of the 3 warships.

Battlecruiser “Big Sis” - Smaller than the Little Sister, this one is still a good size and can pack a punch. More maneuverable, too.

Destroyer “Ana Maria” - A little smaller than even the Big Sis, The Ana Maria is short one gun in comparison, but makes up for it in it’s superior speed.

Aircraft Carrier “Victoria” - A bit wider than “The Hearth,” but a bit shorter. It’s flight deck made for a form of aircraft no longer available. Armed with two good sized guns, and some flack guns, it can still deal some damage. It has also been fitted with a small well deck for smaller craft to be repaired.

Agricultural Barges “Gaia” and “Bora” - Two relatively equal sized barged retrofitted into floating farms. Both have crops of Rascalan weed to provide water for the rest of the crops. Gaia is primarily focused on growing different crops, while Bora has some of its hull dedicated to livestock (mostly chickens and goats).

Scavenger Vessel “The Orphan” - Captain: Andras Genikos. Just Smaller than the Atlas, The Orphan is a modified Cargo ship equipped to function as an independent scavenger ship, or trading vessel. Armed with only two smaller guns and some heavy machine guns, it can hold its own against small raiding parties when properly manned. It has its own Well Deck, and is equipped with cranes to help haul up any scrap they find. When needed, it will escort the Atlas and will act as storage overflow. Mainly Salvaged/Alchemical powered, but is able to use it’s cranes as impromptu masts when necessary. The method of making the masts has been proven useful in previous years.
The Poseidon Fleet is one of the smaller fleets of ships on the Sea of Nero, but it is one of the longer standing Fleets. The Fleet is known for both being very close knit, treating its members like one giant family and for being very combat able, all members of the “family” being taught to defend themselves in some way (even if less than physically able). It is ruled by a Council of Captains from each of the individual ships, voted on by the members of the crew of that ship. The Captain's Council gives equal power to each of the Captains, but the members who have served longer tend to have the most sway. The current oldest member is the Captain of The Hearth{/i] “Amalita de Poluntus”, who is also the Fleet Admiral for paperwork purposes only.

The story begins as The Orphan is docking at one of the Islander Establishments, both to trade items and also to look for new crew members. Are you a member of the crew already, weary with weeks of traveling, or are you a new hopeful crew member, looking to join the seafaring life?



Name:

Age:

Gender:

Race: (Human or Shifted)

Profession: What job does your person do on the ship? What other professions might they have?

Skills: Include any prominent skills your character has, including weapon proficiencies, Shifted abilities, or any Magic abilities that your character may have.

Equipment: Typical weapons you character may carry around, including weapons.

Appearance: Pictures or text acceptable

Personality:

History:

Other:



Vaidia's Characters:
Yathia di Poluntus (https://role-player.net/forum/showthread.php?t=96503&p=3094312&viewfull=1#post3094312)

Yggdrasil_Hugger's Characters:
William “Hawksbill” Shelle (https://role-player.net/forum/showthread.php?t=96503&p=3094345&viewfull=1#post3094345)
Dr. Cornelius Hyde (https://role-player.net/forum/showthread.php?t=96503&page=3&p=3098049&viewfull=1#post3098049)

Highland Sniper's Characters:
Esvera (Vera) Fauna Regalia (https://role-player.net/forum/showthread.php?t=96503&p=3094344&viewfull=1#post3094344)

Koti~'s Characters:
Shelk Silica (https://role-player.net/forum/showthread.php?t=96503&p=3095136&viewfull=1#post3095136)
Alyphonse (https://role-player.net/forum/showthread.php?t=96503&page=4&p=3098650&viewfull=1#post3098650)





Name: Amalita de Poluntus

Age: 65

Gender: Female

Race: Human

Profession: Captain of [i]The Hearth, (technical) Fleet Admiral

Skills: Amalita has a great wealth of knowledge when it comes to the operations of managing the Fleet. She focuses mostly on the logistics of The Hearth and making sure that there are enough supplies to keep everyone alive. Although she is older, she is still quite able bodied, and is known to be an incredibly deadly sharpshooter.

Equipment: An AMI firearm with a true crystal. It is capable of firing a bolt of energy that can puncture any mundane material or person. She also has an AMI dagger that has runes for maintaining sharpness and self repair. Other than that, she has relatively basic supplies on her at all times.

Appearance: A stern woman who towers over most, standing at over 6 feet tall. She has long black hair that is streaked heavily with white strands, and usually wears it tied back into multiple braids. Her skin is wrinkled and dark brown, but it suits her rather severe facial structure well. She has pale green eyes that regard the world with astute and taciturn air. She wears a long overcoat of sharkskin made from the single massive shark when on deck, and well tailored waistcoats of saltsilk dyed green underneath. She has a large scar on her back that resembles a many pointed star.

Personality: Amalita has not lived as long as she has or did not get to her position by being a pushover. She is a relatively no nonsense woman who does not have much patience for fools, time wasters, or liars. She has a reputation for being able to parse out dishonesty with an almost unnatural accuracy. However, she is a rather reasonable woman, and is also known for trying to be fair and helpful when dealing with challenging situations. She has quite an odd sense of humor, which throws some people off.

History: Amalita de Poluntus is a storied woman and Captain of the Poseidon Fleet. There are several stories of her exploits when she was younger, from taking down an entire Pirate Fleet with only her Atlantian Firearm, to rescuing a broken down Mars Fleet from drifting into the Maelstrom, or retrieving a cache of rare AMI from the heart of a Waste Island. How many of these stories actually happened and are accurate are not known for sure, much to Amalita’s chagrin. She is the daughter of one of the oldest bloodlines of the Poseidon Fleet, and has only done her “duty” throughout her entire life. Amalita has five children, four still living, and numerous grandchildren.

Other: Amalita keeps up with a fairly rigorous exercise regiment, which has kept her active and able even into her older age. She isn’t quite as spry as she was in her prime, but makes up for it with experience. She has a weakness for spicy food, and will sometimes go out of her way to obtain ingredients and seasonings to make her food spicy.



Name:Andras Genikos

Age: 45

Gender: Male

Race: Human

Profession: Captain of the Orphan

Skills: Being captain of the Orphan, Andras has a broad variety of nautical knowledge and skills. He is able to run the ship efficiently and safely, and can hold his own well enough in a fight, but would rather avoid conflict when possible. He is known for his unflappable ability to stay calm in a crisis.

Equipment: Andras carries all of the standard issue items for a Ship Captain, and nothing unique.

Appearance: Andras is about 5’10” and of an average build. His skin is dark brown, and he has dark curly hair that is slightly sunbleached near the ends, with brown eyes that almost appear gold in the sun. He has a neatly trimmed beard and mustache, and can generally be described as handsome. He wears the traditional uniform for captains of the Poseidon fleet, which is a blue coat in a military style, with darker blue trousers. He does have a necklace he always wears of a dolphin made of silvery metal.

Personality: Andras is a rather calm and collected man to the point where some think him to be a bit of a loaf. He takes his duties as a captain by the book, but doesn’t do much else beyond that, and will always take the safe option, even if it is less reasonable. Most view him positively, as he is rather likable socially, even though his careful approach to scavenging is frustrating to many.

History: Andras was born on the Island Nations on Delphi, but wanted more out of life than a life in one city. He joined a small fleet once he was old enough to travel on his own (much to his family's distress) and began a “life of adventure”, sending them trinkets and money as his journey progressed. This went well until he was given a leadership position in his twenties, where he accidentally almost led his ship into a pirate ambush. Luckily, his ship was saved by some of the Poseidon Fleet. Feeling as if he had failed his previous fleet, and wanting to repay his debt, he joined the Poseidon Fleet. He gained the experience and teaching he did not have before, and was assigned as the captain of the Orphan for his known level head. He has been the Captain for the last five years.

Other: Andras is quite a good singer, and often leads the music night on the Orphan, and usually helps organizing larger musical events for the Poseidon Fleet. He loves baked goods, and it is the one thing he misses from his home in Delphi, as the Sea version of his favorite breads don’t match up to what his mother used to bake.

More to be added


Rules:

Don’t be a dingus.
All RPA (https://role-player.net/forum/showthread.php?t=81910) and Mature Section (https://role-player.net/forum/showthread.php?t=79389) rules apply.
Highland Sniper and I are GM’s, and have the final say.
No God-Modding or Power Playing.
Try to be somewhat active. Real life comes first, but try and post every few days.
Inactive characters will be surrendered to GM control if it is keeping the story from progressing.
Make sure your posts are well crafted.
If you have interesting ideas, feel free to suggest them and we will work to incorporate them.
If you have questions, ask them.
The Ancient Greek/Roman theme is mostly aesthetic. Don’t read too much into it.
All actions have consequences. Do not forget this.
Include your character's favorite (or most tolerated) food in the other section. Any other fun facts about your character are also encouraged.
Rules can be changed under GM discretion.

Vaidia
08-07-2021, 09:07 PM
This post is a placeholder for various extra things that no not necessarily relate to the grander plot or world building, and will also be used for notes on updates (maybe).

I am re opening my character theme work shop, and you all have a perpetual spot reserved for a character theme. Feel free to fill out the form to make my life easier. Link here (https://role-player.net/forum/showthread.php?t=96505). (I am going to end up making up so many sea shanties, aren't I?) (yes, you are.)




Heard often on the decks of the Poseidon fleet while working, its words and verses have carried through time, echos from another age.

The melody is not lost. (https://soundcloud.com/user-978616802/poseidon-song/s-g9vIIbMOXxG)


If anyone wants to make this looks fancier, be my guest.
https://cdn.discordapp.com/attachments/874001424307077191/874875502454788196/Poseidon_Song.png

Vaidia
08-07-2021, 09:12 PM
Name: Yathia de Poluntus or “Yen”

Age: 21

Gender: Female

Race: Shifted (shark)

Profession: Deck Officer/Scavenger

Skills:
Survivor- Yen is quite good at gauging environments, and taking the steps to make sure she is able to survive for as long as possible under those conditions. She can be very resourceful, taking non typical things and repurposing them into what she needs. She is only good at ensuring her survival, and does not have much skill with helping a larger group.

Ship Savvy- Yen has a broad base of knowledge when it comes to operating several ships. Due to an extended time spent alone, with only a small library of seafaring manuals to occupy her time, she ended up memorizing most of the contents of the books. Some of the things she knows are not helpful in context, or can be out of date.

Navigation- The combination of her survival skills and knowledge of ships translates to her being quite good at navigation. Many think her to be almost gifted in it, but it is not something she owns up to, seeing it more as a necessity than any sort of skill.

Combat Knowledge- Like all members of the Poseidon fleet, Yen is quite good at fighting. She can operate both the salvaged ships' more automated guns, as well as the more classic cannon, as well as the usual rotation of firearms and some swordplay. But where her skills really shine is in a good old fashioned bar style brawl, as she tends to be more ferocious than her surly and quiet demeanor lets on and she will often use underhanded techniques if it will give her the edge in a fight. Most often, she rushes into a fight, but if she has time to plan she is even more dangerous.

Perceptive- Yen is quite good at noticing things and gathering information. She can usually make herself inconspicuous enough to observe a place without being noticed, and has a good memory for small and strange details. She sometimes will jump to rash conclusions from this information, however, or will silently stew with it until she can think of a proper way to use it against the person.

Shifted Abilities- She has gills that allow her to breathe underwater. She can’t go too long (usually once every other day) without either swimming or getting her gills wet, as they can dry out and make normal breathing uncomfortable. She has forced herself to go a week without treating her gills, but it is not something she cares to repeat. In addition, she has a strong sense of smell, especially when it comes to blood, but she can also be overwhelmed and nauseated by perfumes and other strong artificial smells. She is also a strong swimmer.

Rune Tattoo- Perhaps the most interesting thing about Yen is a tattoo of a Rune Yen has branded onto her palm. It is known to be a common practice among Pirates, as using a Rune on flesh is akin to Soul Magic, although not quite as extreme. For this reason, Yen keeps it covered unless it is an emergency. The Rune functions like a Light Rune, and can be used as an emergency light source, or to blind anyone that gets too close to her. It is activated with spoken word, although through a slight variation on the usual Light Rune activation.

Equipment: Yen is generally well prepared when it comes to her equipment. She usually has a few different knives (some visible, some concealed) on her person, which she generally uses while working on the ship. She almost always has some sort of multi-tool to deal with more involved fixes, and a few small vials of elemental alchemic potions (one for each element, 1/8th dram vial). The rest of her equipment is relatively typical for a scavenger at sea, including a water canteen, rope, Alchemic matches (easy to light even when wet or windy! Easily extinguished by water once lit!), a small telescope with two runes (one for enhanced view, one for non fogging), goggles, and some scratch paper with some mudae charcoal as well as some other small trinkets. Yen also owns a blackpowder revolver and a cutlass (both mundane), but she seldom carries them around with her unless there is an imminent threat.

Appearance: Yen gives off subtly dangerous air, like a concealed knife. She is not that imposing in terms of her stature, standing at about 5’5”, but her shoulders are broad and her body is strong from years spent with a lean diet and constant physical activity. Her skin is tan from her time spent in the sun, and she has dark grey hair that is styled short, with the sides shaved to a stubble of hair and the top just long enough to tie into a stubby ponytail. The irises of her eyes are nearly black and she is almost always scowling with dark circles of exhaustion underneath her eyes, and she has a distinctively flat nose. Her features from being Shifted are not as prominent as some, her Shark Features mainly manifesting in slightly sharper teeth and gills on her neck. She has two scars on her face, one one her right cheek and one over her right eyebrow.

Yen tends to wear relatively basic clothing, not wanting to have people pay more attention to her than necessary. Most of her basic outfit components are made of saltsilk, usually colored a bright orange or yellow. She does have a few items made with sharkskin and manta ray skin. When on the ship, she is usually seen wearing a pair of sharkskin boots and a dark vest made of manta ray leather, as well as manta ray fingerless gloves that are reinforced with a small bit of metal at the knuckles. When traveling to the Island Nations, she tends to dress down to even more plain clothing, although she will still wear some form of glove.

Yen is also known to travel around with an almost utility belt, carrying around various odds and ends and tools that could be useful, and usually has a holster or weapons frog attached, even though she doesn’t always carry a visible weapon with her. She also usually will wear some form of scarf, usually soaked with seawater to keep her gills from getting dried out and uncomfortable over the day. There is a pendant she also carries with her at all times, which is a small round piece of onyx with a rune carved into it. The rune on the stone is the same one she has tattooed onto her left hand. It is the usual spiral used in the Light Rune, but with four equally spaced dots around the outside.

Personality: Yen is a loner by habit, trusting herself first and other people at a distant last. She comes off as either callous or incredibly awkward, depending on the interaction. She is often impatient when people take too long with something, or do something different than the way that works best for her. If she had her way, she would simply avoid most other people, and then fight the ones that bother her too much. Luckily (or unluckily for her), she has been put in a position recently that doesn’t let her simply fight and flight her way out of interacting with people. Yen can be reasoned with, if enough of what is asked lines up with her own personal agenda. She can be quite determined and stubborn to a maddening level that often leaves her own self perseverance on the wayside, but usually only puts herself at risk. Whether she will have the chance to see beyond her own interests has yet to be seen.

History: Yen was one of the (many) grandchildren of the current Fleet Admiral Amalita de Poluntus, although she has spent very little time with the Poseidon Fleet itself. She spent her early years with her mom on a research vessel called the Coinsong, learning the ways of the sea from the crew searching for an Atlantian artifact called the Book of Four. When she was thirteen, the Coinsong was attacked by a shipwitch in a bone white ship and she was the only survivor left only with a small skiff filled with supplies and valuables, a pendent from her mother, and the memory of her crew family’s screams across the ocean. She was able to survive for six months alone on the ocean, reading the materials that she had been sent with, memorizing the pages to forget the faces of those she had lost. She was eventually caught in an intense storm, and was separated from her skiff, but she was picked up by a Pirate ship called the Faros Knight.

On the Faros Knight Yen became useful for her knowledge of ships. She was “given” the brand of the Faros (a light rune) at sixteen. By eighteen, she learned the pirates were hiding the materials that were found on her skiff, planning an attack on the Poseidon fleet, and were working with a Shipwitch that matched the description of the one that killed her mother. She managed to sabotage the Faros Knight and escape the pirate ship, but was not able to recover the research from the Coinsong. After, she managed to rejoin the Poseidon fleet, proving herself to be one of the (many) grandchildren of Amalita de Poluntus and not (really) a pirate. She was recently assigned as an officer to the Orphan in recognition of her seafaring talents and in an attempt to help her open up more. Yen has continued to try and plan her revenge on the Shipwitch with the Bonewhite vessel.


History: Yen was one of the (many) grandchildren of the current Fleet Admiral Amalita de Poluntus, although she has spent very little time with the Poseidon Fleet itself. Her mother, Helene, left the Poseidon fleet when she was very young, taking Yen with her and joining a single ship research vessel called the Coinsong. Yen thrived in the environment, learning various skills from the crewmembers and her mother, but never knowing what it was the crew was searching for. It wasn’t until she found her mom’s diary and broke the Cipher on it that she figured they were looking for an Atlantian artifact known as The Book of Four. Shortly after, on her thirteenth birthday, she was told she would be given a surprise from her mother. Yen never got to find out what the surprise was, as the Coinsong was attacked by a Bone white ship near one of the Floating wastes. It was the vessel of a Shipwitch.

Her mother and her crew knew there wasn’t much hope of the Coinsong surviving, so they elected to send Yen off onto a skiff with as many supplies and valuables they could manage, her mother handing her a pendant as a final gift. She followed the instructions to flee, only looking back to see the Coinsong destroyed by the Shipwitch Vessel, and to hear the screams of the people she had grown up with meeting their end. The escape was successful, and Yen pledged to have her revenge someday. This pledge is what helped her survive the next six months alone at sea, along with the skills she learned on the Coinsong. Her only company were the research materials and other valuable books she had been sent away with, she memorizing the pages to forget the faces of those she lost.

After six months, Yen was caught in an intense storm, having both run out of fuel for the small motor on the ship and having the sail damaged from a previous storm. She was knocked overboard and separated from the ship, losing consciousness. When she woke up, she was on a strange ship, which was revealed to be a Pirate vessel. The ship was called the Faros Knight, part of the Faros Clan, but a more independent vessel. She was kept as a somewhat prisoner on the ship, the members more curious about her than anything else, they waiting to see if she would be a good candidate to join them. It wasn’t until she made a criticism of one of their plans to attack a ship based on a misconception on its design that they began to pay more attention to her, she having read about a great deal of ship designs in the valuables left with her. From then on, she became the main resource for ship schematics on the Faros Knight. When she was sixteen, she was given the “choice” to accept the mark of the Faros Clan, which she accepted on her left palm. From there, she was given more freedom on the ship, which allowed her to find out several things about the Faros Knight and its crew.

She discovered that her skiff had been recovered, and the goods inside were kept somewhere hidden on the ship. She also discovered that the Faros was planning an attack on the Poseidon fleet. They were also working with a shipwitch, one that was bound to a bonewhite vessel. Yen decided to leave the Faros Knight, and do what she could to sabotage the ship. On her eighteenth birthday, she was promised a surprise from the crew, but she had her own surprise planned for them. The surprise from them was that she was to lead the attack on one of the Poseidon ships that often left the main fleet. Hers was to replace the fuel of the ship so that it would cause the engine to catch fire.

The evening before the attack, Yen prepared one of the skiffs on the Faros Knight for her escape, as well as disabling the launch devises for the others and completing the sabotage on the fuel source. However, when she went to try and recover the materials from the Coinsong, the captain of the Faros Knight caught her trying to steal from their room. The two got into a fight, with Yen barely managing to escape, as her fuel sabotage had begun to take effect, throwing the entire ship into chaos. She was able to leave on the skiff she prepared without being stopped.

The Faros Knight burned as Yen left, the screams sounding far too familiar to her. From what she could tell, the hull of the Faros Knight would survive the fire, but the ship would likely be stranded for a while. Nursing her wounds from the fight, and perhaps traveling faster than was safe, she began to follow the ship she was meant to attack. There were a few occasions when warning shots were fired against her, but she made sure to remain far enough away to be hit. Eventually, the ship she was following rejoined the main fleet, and she allowed herself to be brought into custody.

Once in custody of the Poseidon Fleet, Yen managed to arrange a meeting with Amalita, where she was able to convince the ship captain of her identity. Yen was allowed to join the Poseidon Fleet, although there were many that were very weary of her due to the nature of her arrival, and her caustic nature. It was recognized that Yen had a great deal of knowledge when it came to seafaring matters but had very little people skills, so many elected to leave her alone, which was fine by her. She also made many appeals to Amalita to let her have the resources to try and find the Shipwitch that killed her mother, but Amalita saw it as far too dangerous. However, Amalita did recognize that Yen needed a better outlet for her time, so she petitioned the captain of the Orphan to make Yen an officer, thinking the leadership would help bring the girl out of her shell. She has been sent to meet up with the Orphan as it docks to unload some material on one of the Island Nation cities.

Other: Yen loves hunting for her own meals when it is safe to do so, and she eats most of her fish raw. She got her face scars at two different times. The one over her eyebrow is much older, and happened when the sail was destroyed when she was thirteen. The one on her cheek is from when she escaped the Faros Knight. Only Amalita is “allowed” to call her Yathia, and is the only one aware of most of Yen’s history. She is also quite an avid reader.

Highland Sniper
08-07-2021, 09:32 PM
I'll be making my own character in a bit.

make sure to link the character sheets by post number

Koti~
08-07-2021, 09:45 PM
*swimming by and pauses*
This seems fun

Highland Sniper
08-07-2021, 11:35 PM
Done! Vaidia;


Name: Esvera (Vera) Fauna Regalia

Age: 20

Gender: female

Race: Shifted (fox [water?])

Profession: Scavenger (main), Engineer (second), Security (at need)


Animal instinct: Due to her shifted nature, she has better developed an understanding of environment and people, almost like a sort of sixth sense. Never gives specifics.

Improved senses: Due to some shifted traits, he senses of hearing and smell are slightly increased above those of normal humans, though not even close to those of most dogs and other animals.

Skilled scavenger: Her training and heritage has given her an eye to pick out certain valuables. Through time and upbringing, she's able to find useful bits and bobs, and diamonds in the rough.
Though sometimes it's like a buzzing when something... special is near by.

Anime Ferocity and Combat training: Due to her animalistic nature and some training she can take a hit and keep going. Her ferocity gives her the power to push forward in a fight while her training helped give her power direction. She has small arms training and can reasonably work out any sort of cannon. But they are hell in hand to hand combat as the gloves are off.

Engineering: Being a scavenger, it helps to know what you're doing and what to look for. Working with others on ship repair and maintenance has given her experience in the inner workings and care of ships and equipment. She knows what's she's doing, though might still make a few mistakes.

Aquatic adept: Slightly webbed feet and an increased lung capacity better allow her do better in the water for longer periods of time. She can still only stay in the water for so long without gear as for lack of gills, but can stay down longer than most normal people.


Normally Carries a custom phase pistol, a wrench, and zip ties.
Salvage gear would include water respirators, diving suit, smaller hammer, cutting torch, and bag.
All engineering tools are generally "put away" in the dry docks inside the larger ships.


Appearance:
Slim, yet well built at only 5' 1" (5' 6" if you count the ears).
A good tan making her soft skin darker. And mottled brownish-red hair going just past her shoulders. Normally in a ponytail.
Her tan face set with full lips hiding sharp teeth and stunning emerald green eyes. Her nose is small, but a bit rounded.
She is averagely rounded.

Her breast size is B, being not so large, but noticeable.

Her genitals are very feminine
but hidden inside this cavity is an appendage that protrudes from it, forming a very odd looking male genitalia, during certain types of orgasms.

(studies have already shown that she is, in fact, a she despite shifted sexual genitalia. Able to give birth, not able to impregnate.)




Personality: Certainly more of a tomboy, yet still a girl. Certainly fine with a joke and tries to stay light hearted about things, but doesn't screw around when it comes to scavenging, engineering, and safety.
A few jokes here and there are one thing, but being an unsafe idiot is quite another.
She won't put up with someone causing trouble. You have a problem, talk about it, then punch them in the face when they start getting physical.
Will 100% knock you out if you touch her wrong.

History:
I was originally conceived on land. My parents were human.
There was some light persecution against my parents for conceiving a shifted child. It was mainly targeting me. People stopped being friends. People denied simple items and services.
Over the course of five years, the persecution was getting to be a bit much. We were practically chased out as soon as we were able to get a boat.

It was a small vessel, one that I spent a few months of life.
We fished. We traveled. And we weathered out storms in our small little boat.
But it was rough.

After a few months, we were taken by pirates. They put us in chains and used us for... service.
I was hit and abused by these pirates for weeks. I wasn't even six yet.
My mother and father were used for the same. And they were put to work on other things in between.

After those few, long weeks we were saved.
The pirates decided to go after a small fleet, my new home the Poseidon Fleet.
It was a bit too much for the pirates to chew.
Blasts shook the haul, and an explosion broke my chains, and threw me from the ship. My father lost his legs, but was also able to swim to the surface. My mother wasn't so fortunate, and was never found.

My father got medical help and has survived with the loss of his legs while I was left without a mother.
From there, we lived with the fleet.
I learned in school and made a few friends.

I got into scavenging and engineering. And it's been great.

Other: Least favorite food is squid and octopus, but she'll eat it. Would vastly prefer certain types of fish or ham.
Will deck you, in the sense you'll drop to the deck, if you start inappropriately touching on purpose.
Always interested in making new things. Is presently, skeptically, helping make a flying aircraft.
Not wishy washy, but won't argue unless you start one.

Yggdrasil_Hugger
08-07-2021, 11:37 PM
Ooh, seems interesting. How’s this?

Name: William Shelle, also known as Hawksbill or Will

Age: 33

Gender: Male

Race: Shifted (Sea Turtle)

Profession: Scavenger, Shipwright

Skills:
Shipwright: Will has extensive knowledge on the upkeep, repair, and building of ships. Others can steer the ship, he’s just the one to call when it needs something fixed.

Brawler: Will’s ornery attitude and the nature of his Shifted abilities lend themselves to combat prowess unmatched by humans. Whether it’s with a sword, a gun, a frying pan, or his own two hands, he’s always ready to throw down. Often times he weathers whatever his enemies throw at him, just to grab them with a steel grip and give them the Hug of Death.

Squeeze-Box Enthusiast: Will has a passing ability to pick up a new instrument and play, though his first love will always be the accordion. Despite his slow fingers, he operates the squeeze-box with an unexpected grace. When he’s not busy, he’s often practicing his accordion. In addition to playing the accordion, he often sings to accompany the music. He is not particularly good at singing.

Shifted Abilities: Will has turtle-like abilities granted by his Shifted nature, the most impressive of which are his strength and durability. He can carry up to 300 pounds while moving mostly unhindered, and lift, drag, and push 600 pounds at a far slower speed. His scales provide a thicker defense than a human’s skin, while his shell provides more defense by far. Most mundane melee weapons have a tougher time getting a fatal hit in. Mundane firearms have an easier time on his scales, though his shell is still a tough target. Other than this, he is a slow but powerful swimmer, can hold his breath up to an hour at a time, and possesses a nictating membrane that protects his eyes and allows him to see clearly underwater.

Despite his strengths, Will also possesses the weaknesses of sea turtles. His top speed can be described as a light jog, he is incredibly heavy, he is pitifully bad at stealth, and he cannot turn his head past his shoulders. His back is a massive blind spot. Additionally, holding his breath for an hour is exhausting. Extended exposure to low temperatures will cause him to slow further, reduce his reflexes, and cause a brain fog that makes it hard for him to see and focus.

Equipment: Will carries a few weapons with him at all time, including a knife, a small hand axe, and a small hammer. He also carries a kit of shipwright’s tools, rope, matches, a canteen, a spyglass, a pipe and packet of tobacco, and a notebook. Additionally, he owns an old accordion, a line and reel, a blackpowder blunderbuss, and a long-handled warhammer, though he doesn’t carry them unless the situation calls for it.

Appearance: William is a massive man, standing well over six feet tall and almost as broad. His skin is covered in olive green scales, while his back and chest are protected by flat bony plates of shell. His carapace, which is a dark brown, covers his back from shoulder to tailbone, while his plastron covers his chest and stomach only. The two sides of the shell meet on his sides underneath his armpit, limiting the mobility of his arms. His legs are bent and bowlegged, ending in clawed stump-like feet. His right leg is missing from the knee down, replaced by a wooden replica. His mouth and nose are joined in a broad, flat turtle beak with a mostly human interior. His good eye is yellow, while the left is missing. There is no hair to speak of on his body. His forearms are covered in nautical tattoos.

Will wears a dark blue duster coat and white shirt, with brown pants and a single sharkskin boot. His clothes are rough and dependable, like their owner. A black eyepatch covers his missing eye and a red bandana wraps around his head. He wears a thick belt of shipwright’s tools. A silver medallion dangles around his neck, depicting a sea turtle.

Personality: William Shelle is an ornery, rough individual who enjoys a good scrap almost as much as he enjoys a good drink or playing his squeeze-box. His coarse demeanor lends itself to an imposing and intimidating character, though he also enjoys jokes and stories. Serious is not a mood William knows. He has no patience for liars or cheats, always speaking his mind and being as straightforward as possible. Grudges are also not in his nature, as he is willing to forgive and forget. Loyalty is the most important thing to William. Though he is mostly a non-serious and passionate individual, those who betray or backstab will taste his hammer.

History: William Shelle was born to Catherine and Henry Shelle on a small and unimportant island nation. William took after his father as both a Shifted and a shipwright, learning to build and repair ships. The family lived on the edge of town, mistrusted as Shifted though begrudgingly respected as shipwrights. The relationship was cold, though not particularly hostile. William began work on his own, very small vessel with the little earnings he made assisting his father. This would prove to be his salvation.

When William was seventeen, a ship came in the night. While everyone slept, pirates swept through the village, slipping knives into necks and swords into guts. His father awoke first, awakened by a failed attempt to stab him in the gut. He roared to life, grabbing the pirate and flinging him through a window. This, in turn woke William, who awoke to find his father savagely defending his mother from two more of the pirates. Seeing William awake, Henry yelled at his son to flee. William, in tears, fled the now-burning village. Running down the beach to his own boat, he shoved off from shore and sailed away, the island burning behind him. He drifted for three weeks, food stores nearly empty, when he spotted a fleet on the horizon. The Poseidon Fleet welcomed him when they heard of his plight. He proved his worth defending the Fleet over the years, losing first his leg, then his eye. Now he’s a fixture of The Orphan as a regular musician.

Other: William’s favorite food is fried stingray with a sweet-spicy sauce, though he’ll loudly proclaim whatever is being served tonight is his favorite. He is jumpy about people approaching from his left, as that is his bad side. He also doesn’t appreciate the name of the ship.

Vaidia
08-08-2021, 02:45 AM
SaltyIrishman, Looks great, I love him already.

Accepted.

Koti~
08-11-2021, 05:25 PM
Hopefully I can survive the first few turns.

Name: Shelk Silica
Age: 32
Gender: Female

Race: Shifted (Moray Eel)

Profession: Primarily a deep sea salvager, with a secondary in gardening. Currently though she is without a ship to call home.

Skills:

Scout: Shelk has learned a lot about the dangers of the ocean, and how to spot the problems coming in, which she has taken great care to learn the world around that helped make an adept scout of her surroundings.

Aquatic combatant: For as weak as she is with close quarters combat, she is just as strong at water combat. With her bounded bident and fast fluid movements in water, Shelk is a force to be worried about when fighting underwater.

Deep sea explorer: Shelk can explore locations outside of human depths, having learned well enough to be able to rely on both sight and sound. This has helped her with finding valuable materials and objects to sell.

Cold comfort: Shelk can withstand a large range of temperature differences, whether hot or cold.

Eel Shifted: Shelk shares a lot in common with the moray eels. The biggest note outside of her gills is a long fin that runs the length of her spine that stops at the base of her spine and the back of her arms and legs. While it does limit her clothing choices, ther help her greatly while swimming. Her jaw is much wider to allow her to grip larger prey and transport them, though this does give her a rather strange smile just due to the size.

There is a massive downside to all the advantages to her skills. She cannot stand being out of water for more than a day out of water without suffering major discomfort. Further time spent out of the water causes physical pain and can actually kill her, requiring more time in water to survive.

Soul magic: A taboo that both condemned and saved her life, Shelk partook in soul magic to bind herself to a bident to escape her captives. This has caused her irises to lose almost all color, becoming an extremely pale white with tinges of her original blue, a sickly pallor to her skin that she hides with a thin layer of mud, and shock white hair that is dyed black with squid ink.

Equipment: Shelk carries quite a few trinkets when she hunts, from a rope and hook for transporting goods, a small shovel to dig objects free of dirt, and a small net to capture fish when hunting.

For a weapon, she carries a Bident, an AMI she has bound to her soul. She also uses this as a walking stick when exploring towns to fool others into believing she is blind.

Turok: An AMI bident. The base of the blades are connected to the staff by a circle roughly the size of her palm, with a hand wide opening between the blades before they move closer at the points. The blades can collapse down into the head for ease of movement. The weapon has a rune etched into it that allows it to create a sonar wave that she can use to see the area around her.

When out of water, the sonar can only be triggered when struck against an object and has a limited range. When underwater, the sonar is a constant pulse sent out and gives her a much wider range. She gets the information constantly in the back of her mind.

Appearance: Shelk very much appears to be a being that has walked out of the deep. She stands at a good 6’1” when stooped over, with an extra 3 inches hidden by her hunch as she walks. Her body has a near constant appearance of being damp as she requires daily time in the water. Her body has a thin muscular build, weighing in at around 136 lbs soaking wet, with a broad frame of her body. Along her spine and the back of her arms and legs are a finned membrane, looking like ribbons that extend her body. The tips of her fins are tinged black and travel their whole lengths, each fin reaching a good 3 inches from the flesh. With a squat face and large jaw, she is an odd sight to behold, with black hair that travels to the middle of her back, kept in a loose ponytail to keep it out of her face.

Her normal outfit is a rather large poncho that covers her from neck to shins, a sea green color that is meant to keep her warm and help protect her fins. Her normal wear is a backless one piece swimsuit that wraps around the shoulders, designed to provide some modesty and avoid disrupting her fins. Along her waist is a leather belt that she uses to hold her tools when she dives. She also wears a simple black cloth eye cover, claiming to keep out harsh lights as she is used to the depths of the sea where light is very minimal. She also claims this is why her skin is very pale.

On a random side, she does not wear any types of shoes if she can avoid it, preferring going barefoot.

Personality: Friendly, if not a little spacey, Shelk is a decently approachable person. She has a caring nature and is more than willing to strike up a conversation to escape the doledrum of the quiet of the sea. Some see her as a bit off putting on appearance alone, but her calm nature makes her a person that is easy and relaxing to approach. Sadly though, all of this is merely a surface mask to hide the personage below.

Having to remain hidden to stay alive, Shelk keeps a lot of her true nature hidden, putting on a facade of niceties to avoid causing problems. She is cautious and wary of all new people she meets, studying them from afar to try and form a tailored approach. She fabricates her facades and lies as easily as water moves, having a decent mental map to keep track of her lies. Very few are allowed to get close to her, as her just existing drives people away and makes even more want to kill her.

Life has taught her how to please others, without letting them know who she truly is.

History: Shelk was orphaned by an attack on her village from a branch group of Faros pirates, their homes raided for fresh foods and what goods the town had salvaged. She believed it was mostly done as the village was home to a major population of shifted humans, though they had made it work. She had been captured by the pirates herself, forced to join their crew for her natural talented swimming skills. They used her as a scout, to lure in unsuspecting fleets and people to aid her, trapping them in the pirate ships range of attack.

She was only 6 when taken, forced to work with them for 7 years of her life, fighting to survive on scraps of food, and avoid getting in trouble from the pirates. She tried a few times to escape, but the pain and lessons they taught her pushed those thoughts from her mind, until she hit 13 years of age, blossoming into a young adult at the time. The pirates had decided to let her lead an attack on a fleet of broken down ships, not wanting to risk their own lives in what could hide there.

She traveled the ship, a simple dagger in hand, before entering the hold of the ship, the ground lined with treasures, and watched over by a shipwitch. Fearful that she would be killed by the creature, it offered her a deal. In return for power to gain her freedom, she needed to lead the pirates into the hold. She agreed, and was taught how to bind her soul to a weapon that lay in the hold, a collapsible bident that had a strange rune that she didn’t understand at the time. With the new power, she exited the ship, showing the captain the great weapon as a promise of great treasure. She led them to the hold, making sure to lead the way for them until the end.

Once the crew had entered the hold, she barricaded the door and fled, trying to block out what screaming she could as she escaped. Now free of their hold, she took out years of pent up anger upon the large ship, scuttling the rudder and using her new weapon to bore holes into the ship and reduce it to nothing more than a floating wreckage. Stealing one of the smaller agricultural ships that was tied to the main boat, she fled with what small treasures and food to survive on the ocean waves.

For years she floated on the ship, struggling to survive on fish and what seedlings she could maintain, having to learn most of growing food just to survive. She avoided other ships and ports when not required, as her first trip to a land had gotten her attacked on sight and nearly killed, if not for Turok and her own desperation to survive.

Shelk had managed to survive for some time, until getting caught in one of the massive storms, her ship completely destroyed and nearly costing her everything if not for her own swift swimming and diving deep into the waters to avoid the worst of the storm. Now stranded without a ship, she headed towards the nearest port town, hoping to either find work on a new fleet, or perhaps gain her own small ship again to continue her own life without risk of being caught.

Other: While she loves to sing, she is very tone deaf.

As for favorite foods, she loves clams and muscles, especially fresh from the ocean and cooked above an open fire.

Vaidia
08-12-2021, 01:22 AM
Ah, another precious one to adopt. Looks good to me, Koti~! Consider Shelk accepted.

This should be enough of a crew to get started, but I encourage any person lurking to join in the shenanigans.

Potential shenanigan expansion aside, IC should go up in the next few days.

(Second post is also starting to look mighty interesting right now.)

Highland Sniper
08-12-2021, 04:19 PM
The IC is up (https://role-player.net/forum/showthread.php?t=96514&p=3095305#post3095305)

Koti~
08-12-2021, 10:57 PM
I may be a bit before I can post, as I have both no power at gonna, and visiting family until Sunday

Vaidia
08-20-2021, 03:19 AM
And we have posts from all of our (current) main cast. Hooray!

We will hang out in Deriton for a few rounds of posting, but we will probably move onto the Orphan soon to begin the voyage to the main fleet.

Let's get this rp cruising along.

Koti~
09-07-2021, 12:35 AM
*pokes*

Hello?

Yggdrasil_Hugger
09-07-2021, 10:06 PM
Highland Sniper; you there?

Highland Sniper
09-07-2021, 11:06 PM
Yeah
I've been busy with work and need to figure out what to write

Yggdrasil_Hugger
09-08-2021, 02:19 AM
Ah, no worries then.

Vaidia
09-08-2021, 03:15 AM
Life usually gets crazy around this time of year. On that note, I will probably get a post up around the weekend, unless I get bitten by the writing bug and decide to bork my sleep schedule more than it already is.

Gonna get this party rolling, dinner guests and everything.

Koti~
09-08-2021, 03:42 AM
Always fun. I will look to getting a post this weekend, as I am doing away until Friday on a concert

Vaidia
09-12-2021, 08:42 PM
Today's internal posting monologue is brought to you by: pub brawl Pub Brawl Pub Brawl. Pub Brawl! PUB BRAWL. PUB BRAWL! P U B B R A W L !

Let's have some fun with some goons/blokes/lads!

Koti~
09-12-2021, 11:05 PM
No one touch my staff!

Sad I can't stab them....

Eh, bludgeoned to death it is

Yggdrasil_Hugger
09-15-2021, 05:24 AM
Our roster seems a bit small, I was thinking about making a second character. I haven’t abandoned the surgeon/chief medical officer idea and was thinking a mostly human-like chimpanzee or orangutan Shifted. A neat, bookish gentleman who just so happens to be able to rip your arms off.

Highland Sniper
09-15-2021, 02:44 PM
No one cares if you upset a droid
because droids don't tear your arms out of their sockets

Yggdrasil_Hugger
09-15-2021, 10:12 PM
Name: Dr. Cornelius Hyde

Age: 45

Gender: Male

Race: Shifted (Orangutan)

Profession: Chief Medical Officer/Surgeon

Skills:
Surgeon: The title of Doctor is not there to spice up his name. Dr. Cornelius Hyde is a highly trained surgeon and master of medical knowledge. Taught by an ancient institution of medicine, Dr. Hyde uses surgical techniques that can trace back to before the Great Drowning, though with the tools he has at hand.

Alchemist: Not only trained in medicine, Dr. Hyde also possesses a broad range of alchemical knowledge. Combining medical knowledge with alchemical skill allows him to create more precise potions and medicines. Should he require it, he has also created a serum that boosts his strength, speed, and reflexes beyond his already greater than normal capabilities, though this leaves him exhausted and hungry.

Gunsmith: Where medicine is his calling and alchemy is his passion, the creation, assembly, and function of firearms are his casual interest. Though with him, a casual interest is only slightly less than a total obsession.

Genius: Dr. Hyde is an incredibly intelligent man with a wide range of knowledge on a variety of topics. On top of this, he is a very skilled problem-solver and mathematician with the ability to pick up new skills and information fairly quickly.

Naturalist: Dr. Hyde enjoys studying the animal and plant life of Nero and records his findings in a journal, along with photorealistic sketches. Despite not being technically educated on the subject, he has read dozens of books and journals by other naturalists and taken them to heart. His greatest dream is to be the first to actually record a kraken and publish his findings.

Shifted Abilities: Dr. Hyde possesses the abilities of the orangutan, including increased strength, speed, and reflexes, greater endurance and durability, and opposable toes. He is approximately 7 times stronger than the average human, matching that of an adult male orangutan. He is also quite adept at climbing, using both hands and feet to swing on ropes or simply scale the various hand and footholds of the ship.

Equipment: Dr. Hyde is a well-equipped individual, keeping two bags with him at all times: his standard bag of scavenger equipment plus his “black bag” full of medicinal and alchemical supplies. His standard bag contains: a canteen, alchemical matches, rope, a knife, a Runed set of round, wire-rimmed bifocals that allow for sharper and increased night vision, a notebook, inkwell, and ink pen

His “black bag” is a satchel that hangs on his hip from his opposite shoulder. In the medical side is a needle and thread for surgery, scissors, a scalpel, tweezers, a stethoscope, a magnifying glass, a pair of slightly blood-stained gloves, a small bone saw, two rolls of heavy-duty bandages, two rolls of light bandages, 3 large flasks antiseptic alchemical ointments, 5 small bottles of antibiotic ointments, a flask of anti-inflammatory ointment, a bottle of light pain relief potion, a bottle of moderate pain relief potion, a bottle of heavy pain relief potion, and a bottle of strong liquor. There is also a book of medical information he can consult whenever he needs.

In the alchemical side is a collection of glass bottles, flasks, and vials of various sizes with stoppers, clippers, tweezers, a small hammer and pick for non-organic alchemical components, smaller bags of components such as exotic leaves, bones, scales, feathers, bark, fragments and shards of rock/crystal, and powders. It also has a set of protective gloves, eyewear, and a face covering, a notebook full of recipes, and two books of alchemical information, one about organic components and one about non-organic components.

Beyond the things in his bag, he owns a collection of books on various topics, larger and more surgical tools, implements, and supplies, a cabinet of medicine, and a drawer full of gunsmithing tools and supplies. He also owns a Runed flintlock pistol that fires more powerful rounds.

Appearance: Dr. Hyde stands just over 6’ tall, long and thin. He stands with a prim and proper air of a highly-educated man, hilariously at odds with the likes of William Shelle and the other crew members. His limbs are lanky, particularly his arms. While sitting, he may appear shorter than he really is, but when standing his height is realized. Despite his frail appearance, his body is tightly muscled and quite stronger than anyone would think by looking at him. His nose and jawline are strong and angled. Despite the mostly human look about him, his Shifted traits come through in two main ways: he fangs and his feet. His canine teeth are a fair bit larger than the average human’s, resembling those of a great ape. His feet also resemble those of an orangutan’s, with a far more hand-like appearance.

Despite the weather, he wears a blue frock coat with a white high-collared shirt and red ascot. His pants are black or grey. His red hair is going slightly grey at the temples, tied with black ribbon at the nape of his neck. His sideburns reach down the side of his face, framing his mouth. He has neither a mustache nor a beard, however. A set of round, wire-rimmed bifocals sit on the bridge of his nose. He wears no shoes, but does wrap his feet to protect the bottom of them.

Personality: Dr. Hyde is a neat, bookish gentleman with a scholarly air. He speaks with a polite manner though is not afraid to speak his mind. He is a calm, rational individual who pursues logic and science. He is also intelligent to an incredible degree and has no qualms about showing off his intelligence. Whether medicine, alchemy, nature, or gunsmithing, he is always ready to engage in conversation with any who can keep up. He also enjoys to debate and solve theoretical problems, as it gives him the mental exercise he needs. His idea of a good time is to sit in his study and read his books for hours with a cup of tea.

When the chief medical officer is needed, however, he shifts into a more robotic, straightforward mode. He tolerates no distractions nor interruptions to his work. He will work without rest for days if need be, then collapse and get up to do it all again.

History: Before he was a doctor or a sailor, Cornelius Hyde was part of a small Shifted community who lived on an island nation called Caledonia. Because of his unique Shifted abilities, he could pass for human. When he came of age, Cornelius was shipped off to the Royal Academy of Medicine, a college institution with a title from bygone days. There he learned, fell in love, and lived as a human man named Robert Goodfellowe. However, when his fiancé discovered his secret, she rejected him and fled screaming. Knowing he couldn’t stay, Cornelius joined up on the first ship that would take him as far from Caledonia as possible.

The Throne of Kore was a massive cargo ship headed for Delphi with hundreds of Atlantian salvage in her hold. They never got to Delphi. Halfway through the journey, the Kore was attacked by a fleet of pirates. Like a pod of orcas slaughtering a humpback whale, they slowly bled the Kore until the crew surrendered, exhausted. The pirates swept aboard and killed the crew one by one, before taking slaves and salvage alike. Cornelius was taken for his medical skill and forcefully impressed into the crew. For years, he patched up the pirate slavers who held him captive. Due to a debate that had devolved into a gunfight, the ship he was on had split from the fleet two years beforehand.

One night, he took his chance. By mixing an alchemical concoction that nearly killed him, he managed to kill the pirates of the ship by snapping their necks in their sleep. The next day, he set course for the nearest island nation as best as he could and abandoned the ship at the dock. Thoroughly done with the sea life, he opened shop as a doctor and alchemist and lived happily for a while. But he had gotten used to the rocking of the ship and missed the sense of adventure he had first had when on the Kore. He resolved to pack his things and leave on the next fleet that came into dock. When he heard Captain Genikos was hiring hands, he offered his services as a surgeon and left the island life for good.

Other: Cornelius is nearly blind without his glasses. His favorite food is a cream-filled pastry.

Vaidia
09-16-2021, 02:26 AM
I was considering opening the floor to more characters once we got the current batch of them rolling a little bit.

Is Cornelius going to be part of this current hiring class of recruits? Or has he been with the crew for a little bit already?

Yggdrasil_Hugger
09-16-2021, 02:39 AM
Fair enough, but we will need somebody to patch up these guys. He’s probably been with the crew for a while.

Vaidia
09-17-2021, 05:15 AM
Fair enough indeed. Accepted.

Yggdrasil_Hugger
09-19-2021, 02:34 AM
Am I waiting on Koti to post or should I go? Sniper kinda jumped the shark a bit :P

Koti~
09-19-2021, 03:20 AM
I will be working on a post in the early morning.
Long stretch of work days and other stuff

EDIT: I am tossing in a new char for a secondary. He is currently a WIP

Name: Lord Alyphonse Inegra Diaton
NickName: Alyph

Age: 23

Gender: Male

Race: Human

Profession: Trainee Apothecary and aspiring Alchemist

Skills:
Herbalist- Alyph has a wealth of knowledge about several different plants and funguses. While he may not be the most adept at handling or growing them, he has enough of a discerning eye to know what plants are poisonous and which are safe to consume or use.

Marksman- Alyph was never one for fighting up close, and as such chose to learn how to handle long range weaponry, though he is not the most accurate. He can hit most of his shots, though his farthest range is 120ft.

Medicine man- Alyph has an intense passion for medicine, most of which was self taught and practiced on the riff raff of the streets that normally couldn’t afford it.

Pickpocket- Probably his worst habit that he has gotten rather good at, Alyph has become a rather skilled pickpocket. He does not steal money or anything of value, mostly small trinkets and things of small worth to the person he is stealing from. He only views it as a challenge of what he can do.

Equipment: Alyph is almost always seen carrying a rather large haversack made of a deep green dyed leather and embroidered with saltsilk plant stalk embroidered on the front. It has 5 small pockets that cross the front and both sides, including the two on the sides, and then one massive pocket in the center.

Apothecary Haversack- The inside pocket itself has been split into two pockets, one side having a handful of bandages, several salves and healing powder, and a multitude of wrapped and preserved herbs for use. The secondary has different chemicals contained in a mesh bag to keep them from breaking, each one labeled in a short hand that only he knows.

Along the inside weave are two hidden pockets, one that has his family crest holding a light blue crystal shard about the size of a penny, and the secondary carries a stamp for his initials and his family crest.

The outer pockets on the front hold each of his different chemical bombs that he has made, and one pouch just holds sealing wax. They are as follows

3 firebombs - These bombs are glass balls just slightly smaller than an orange, holding a balanced mixture of sticky oil and gunpowder with a specialized rune wick designed to spark with fire around 8 seconds after fired to catch the oil aflame when it sticks to targets. It has an effective range of 6ft that burns any who get caught by the flames.

5 poison bombs - These bombs are a mixture of powdered amonia wrapped in a plant based material with a bleach soaked leather with a small steel needle that is meant to puncture the paper and allow the components to mix. After 5 seconds the leather ball explodes from the built up pressure, releasing a cloud of gas that covers an effective area of 12 ft. The needles need to be added in before it gets fired.

5 knockout bombs- These are a simple mass produced gas used to help render targets unconscious after getting caught in it. He has yet to make these himself, so he mostly purchases these as part of his medical field, and are a thin glass bottle that shatters upon impact, and has an effective range of 12 ft.

2 shock bombs- As these are the most expensive and hardest to make, Alyph has not made many of them. A metal spiked ball holding pufferfish liver that has been boiled down and concentrated with the poison is kept in a thin paper ball for easy handling, and is made to puncture skin to one inch depth and inject the poison and cause paralysis within a few seconds of contact. These are single use and can only affect one person at a time.

Alchemic Thrower- A modified crossbow that Alyph made that is designed to throw the chemical bombs that he has made. The weapon is still a prototype that he has been working on tweaking to get further distances, with having traded silent launching for distance. Other than the modified design, the crossbow is rather standard in construction.

Family crest of Diaton- Kept in one of the hidden pouches of his bag, this is a simple brass circle with his family's crest. With a peregrine falcon holding a Salt Silk branch in its talon, inset with a light blue crystal shard acting as the backdrop. The crystal shard chills anything within a foot range from it, but only when completely covered. While it is a sign of his lineage, he mostly uses it as a way to keep his materials chilled.

Appearance: Pictures or text acceptable

Personality: “If born of wealth, then what point is there to one’s own worth?” This is the question that Alyph has always had in his mind, and one he has been working on trying to find an answer too. Patient and caring, Alyphonse has always been willing to help out, and seems both an honest and relaxed man, looking for new experiences and a hunger to learn and enjoy everything the world has to offer. Though there has been times that he has panicked over simple things, and has never been one for high stress situations, preferring people to be calm and relaxed

History:

Other: He prefers playing the violin, and his favorite meal is apple slices and homebrewed tea.

Vaidia
09-28-2021, 04:16 AM
Apologies for the radio silence for a bit. Been quite busy, but I shall attempt getting a post up sometime this week, and getting the party really hopping.

Koti~
09-29-2021, 08:33 PM
Name: Lord Alyphonse Inegra Diaton
NickName: Alyph

Age: 23

Gender: Male

Race: Human

Profession: Trainee Apothecary and aspiring Alchemist

Skills:
Herbalist- Alyph has a wealth of knowledge about several different plants and funguses. While he may not be the most adept at handling or growing them, he has enough of a discerning eye to know what plants are poisonous and which are safe to consume or use.

Marksman- Alyph was never one for fighting up close, and as such chose to learn how to handle long range weaponry, though he is not the most accurate. He can hit most of his shots, though his farthest range is 120ft.

Medicine man- Alyph has an intense passion for medicine, most of which was self taught and practiced on the riff raff of the streets that normally couldn’t afford it.

Pickpocket- Probably his worst habit that he has gotten rather good at, Alyph has become a rather skilled pickpocket. He does not steal money or anything of value, mostly small trinkets and things of small worth to the person he is stealing from. He only views it as a challenge of what he can do.

Equipment: Alyph is almost always seen carrying a rather large haversack made of a deep green dyed leather and embroidered with saltsilk plant stalk embroidered on the front. It has 5 small pockets that cross the front and both sides, including the two on the sides, and then one massive pocket in the center.

Apothecary Haversack- The inside pocket itself has been split into two pockets, one side having a handful of bandages, several salves and healing powder, and a multitude of wrapped and preserved herbs for use. The secondary has different chemicals contained in a mesh bag to keep them from breaking, each one labeled in a short hand that only he knows.

Along the inside weave are two hidden pockets, one that has his family crest holding a light blue crystal shard about the size of a penny, and the secondary carries a stamp for his initials and his family crest.

The outer pockets on the front hold each of his different chemical bombs that he has made, and one pouch just holds sealing wax. They are as follows

3 'firebombs' - These bombs are glass balls just slightly smaller than an orange, holding a balanced mixture of sticky oil and gunpowder with a specialized rune wick designed to spark with fire around 8 seconds after fired to catch the oil aflame when it sticks to targets. It has an effective range of 6ft that burns any who get caught by the flames.

5 'poison bombs - These bombs are a mixture of powdered amonia wrapped in a plant based material with a bleach soaked leather with a small steel needle that is meant to puncture the paper and allow the components to mix. After 5 seconds the leather ball explodes from the built up pressure, releasing a cloud of gas that covers an effective area of 12 ft. The needles need to be added in before it gets fired.

5 'knockout bombs- These are a simple mass produced gas used to help render targets unconscious after getting caught in it. He has yet to make these himself, so he mostly purchases these as part of his medical field, and are a thin glass bottle that shatters upon impact, and has an effective range of 12 ft.

2 shock bombs- As these are the most expensive and hardest to make, Alyph has not made many of them. A metal spiked ball holding pufferfish liver that has been boiled down and concentrated with the poison is kept in a thin paper ball for easy handling, and is made to puncture skin to one inch depth and inject the poison and cause paralysis within a few seconds of contact. These are single use and can only affect one person at a time.

Alchemic Thrower- A modified crossbow that Alyph made that is designed to throw the chemical bombs that he has made. The weapon is still a prototype that he has been working on tweaking to get further distances, with having traded silent launching for distance. Other than the modified design, the crossbow is rather standard in construction.

Family crest of Diaton- Kept in one of the hidden pouches of his bag, this is a simple brass circle with his family's crest. With a peregrine falcon holding a Salt Silk branch in its talon, inset with a light blue crystal shard acting as the backdrop. The crystal shard chills anything within a foot range from it, but only when completely covered. While it is a sign of his lineage, he mostly uses it as a way to keep his materials chilled.

Appearance: Alyph dresses well for his upbringing, taking in both a mixture of fashionable and functional. He has barely sun touched skin, his family line not much for tanning in the sun. His rust colored hair is kept long on the top and kept in a short ponytail, with the sides and back shaved very short. He has very few freckles across his cheeks which blends into a stubble along his jawline. He hasa small pockmark on his left wrist from a poorly made acid when he was starting out.

His normal outfit is a brown leather cloak that comes down to his shins. The cloak has a wide collar and hood is usually kept open. Underneath he wears a green vest with a cream white undershirt. He owns a pair of leather gloves that have seen some time, mostly used while dealing with patients. He usually wears boots that come to his shins with a matching pair of tan pants that is held by a belt. While most would consider this outfit rather warm, he finds the extra clothing rather comfortable, mainly due to the family crest necklace and the very cold haversack.

Personality: “If born of wealth, then what point is there to one’s own worth?” This is the question that Alyph has always had in his mind, and one he has been working on trying to find an answer too. Patient and caring, Alyphonse has always been willing to help out, and seems both an honest and relaxed man, looking for new experiences and a hunger to learn and enjoy everything the world has to offer. Though there has been times that he has panicked over simple things, and has never been one for high stress situations, preferring people to be calm and relaxed

Alyphonse was born with a silver spoon, so to speak. Born as the 4th son to a family of saltsilk business owners, Alyphonse was set to have a life of comfort and wealth. He spent most of his youth in comfort, blissfully aware of the world around the town. He didn't realize how different he was from other children until he hit school age, entering into the local schooling. When his family name was mentioned, several of the younger students were nice and extremely helpful to him, offering him small gifts and favors and all claiming to be his friends, along with his older siblings getting similar treatment.

It was during one of the lunch breaks when he ran into his first bully, one that seemed to hate all his family whenever their names were mentioned. Alyph was able to get from him that he hated how people bowed to him, to try and gain favors from the students to get favors by claiming to be his friends. It shocked Alyph some, thinking that people were being friendly because that was just how people were. When talking with his older brother, he was told that the boy was probably jealous of his family's wealth and power. This did little to clear his doubt, and he began to study the people he was making friends with, and slowly learned what the boy said was true. He began to learn that most only wanted his money and power, and not him personally.

He was 8 years old by this point, and was now trying to figure out his own worth in the world, simple thoughts and trials to find himself young, to separate himself from his family's wealth. It was during this time that he learned of a tea ceremony, watching the ancient traditions and actions of brewing tea for guests and friends. Alyph was fascinated by the act, watching the woman turn a simple boil watered into a fragrant drink with just some leaves. He began studying this simple act, practicing with different leaves and fruits to see what kind of drinks he could make.

This was his first act at becoming an apothecary, studying how different effects when drunk. His father took a dislike to his actions, thinking the pursuit a waste of time from his planned history of becoming a member of the family business in one of the smaller branch groups on another island. His mother was supportive though in silence, helping him in secret and getting him the gifts and even some special tutoring after school from local medical people and doctors. He tried to learn as much as he could, keeping a lot of this secret from his father.

Upon his 16th birthday, he was given his own family crest to bear around his neck, the familiar cold upon his body when placed underneath his clothing. Now considered a full man of the family, he was given free reign with a large sum of money and access to more family business resources. It was also his first night when he escaped the house at night, deciding to apply what he could of his medical training to the locals. He spent most of his nights like this for a few years, training and offering his services for free as he couldn't price his work.

This was also when he began stealing things from around town. He never took anything of worth, as it was more interested in practicing his skills. While he was more than happy to use his gold to purchase supplies, he didn't care much for money on his own, keeping it mostly just out of necessity when needing to buy new things. His father caught wind if his actions though, and soon began to forbid him from leaving the house, ordering the servants to keep an eye on him and prevent him from leaving. He did as much as he could to continue studying, his younger sister and mother helping him in secret, while his older siblings ridiculed him for caring for lesser and poor folk, especially towards the shifted. He spent the next 7 years working through his skills, while also learning about his family business and political side of things.

When the orphan entered the city docks, Alyphonse saw a chance to escape his now more oppressive family. A day after the ship entered town, he told his family that he would be traversing town to enjoy the local taverns, having one of his personal servants prepare his haversack and gear. He left then, soon enough shaking his guards and making his way towards the ports, planning to sneak upon the ship and hopefully blend into the dock hands. Alyph knew that joining the group officially would cause more problems, so decided to join now and sign up later.

Other: He prefers playing the violin, and his favorite meal is apple slices and homebrewed tea.
He also keeps a simple dagger and two flasks on him, one of which contains a high proof alcohol and another with purified water.


And he is complete

Vaidia
10-01-2021, 04:08 AM
Looks good to me Koti.

Post will likely be more like this weekend. Sorry for the delay, folks.

Koti~
10-13-2021, 02:34 AM
Hello?

Yggdrasil_Hugger
10-13-2021, 03:37 AM
Our order got kind of mixed up, I’m waiting on Sniper to post before I go.

Highland Sniper
10-13-2021, 09:32 PM
I'll try to get something up soon.

Yggdrasil_Hugger
10-27-2021, 02:00 AM
*poke*

Vaidia
10-27-2021, 02:38 AM
Let me get some food in me and I will try and whip something up for tonight.

Yay being busy.

Vaidia
10-28-2021, 04:14 AM
Note, after the next round of posts we will likely move things to the ship, unless anyone has a particular shiny they want to pursue.

Koti~
11-11-2021, 03:01 AM
Finally got enough of a bug to write something up. It's not much, but hopefully enough to work on

Yggdrasil_Hugger
12-22-2021, 09:30 PM
Hello?

Highland Sniper
12-22-2021, 10:44 PM
greetings mortal

I have been waiting for a response. what year is it?

https://images.baklol.com/Waiting-for-a-Response-0602830111499600494.jpeg

Vaidia
12-23-2021, 02:20 AM
I am still alive. Well, if people are still jiving with this rp, I shall get myself in gear and get a reply up soon.

Thanks yalls.

Yggdrasil_Hugger
12-23-2021, 02:56 AM
It’s no problem, I know that real life often takes over and leaves no time for roleplay

Highland Sniper
12-25-2021, 05:03 PM
And people often forget

Vaidia
01-22-2022, 01:02 AM
HOOKAY.

Now I am really back. Will aim to get something written up this weekend. Feel free to send guilt tripping messages if you don't happen to see anything.

Highland Sniper
01-22-2022, 02:52 AM
How dare you be gone for so long.
We've been sitting here, worrying that we'll never be able to continue...
Thank goodness you're back

Vaidia
01-23-2022, 04:05 AM
Huzzah! A post!

And only mild guilting needed.

Let's get this party started back up.

Highland Sniper
01-23-2022, 09:15 PM
Will get a post up later

Yggdrasil_Hugger
02-05-2022, 06:48 AM
Posted!

Koti~
02-07-2022, 01:54 AM
Time to make a house call

Vaidia
02-16-2022, 04:53 AM
I am working on a post. Alas, real life has been relatively consuming as of late, so it will probably be few other days yet (unless I am granted the boon of hyperfocus).

Anything people are looking forward to happening as we get "on the road"?

Koti~
03-20-2022, 03:19 PM
Hello?

Highland Sniper
03-20-2022, 03:42 PM
I hath been awoken.

Yggdrasil_Hugger
03-29-2022, 03:36 AM
*Ahem*

Yggdrasil_Hugger
04-02-2022, 02:23 AM
Should I go ahead and post?

Koti~
04-02-2022, 11:49 AM
Yush

Vaidia
04-07-2022, 03:13 AM
And my email notifications are on the fritz again. Hooray.

Yes, you can go both go ahead and post.

Yggdrasil_Hugger
04-07-2022, 03:26 AM
Sorry, I’ve been meaning to post for a bit. I just haven’t had time to sit down and write

Highland Sniper
04-07-2022, 05:40 PM
No worries

Yggdrasil_Hugger
04-07-2022, 08:20 PM
You’re alive

Highland Sniper
04-08-2022, 12:50 AM
What is life?

Yggdrasil_Hugger
04-19-2022, 06:35 AM
Sorry it’s taken me forever to post, but I got a response up

Vaidia
04-19-2022, 02:08 PM
As someone who took over a month to get posts up in their own rp, you are fine. Welcome back into the fray!

Yggdrasil_Hugger
04-20-2022, 10:59 PM
Well I’m excited to continue this. Who’s going next?

Highland Sniper
04-21-2022, 01:34 AM
I'll try to have a post up in the next few days.

I try to check in every now and then, but I got work, home projects, and I'm trying to animate again.
That, and I'm getting my wisdom teeth pulled this Friday. So there is quite a but going on with me RN.
But I should be able to find time to write up a few paragraphs.