Specs in the Ocean
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IC
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[Rated M for language, violence, elements of supernatural/fantasy horror, and other potential mature themes.]
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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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Spoiler: The Setting
Spoiler: Tech and Magic
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.
Spoiler: Dangers of the Ocean
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.
Spoiler: Society and Culture
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.
Spoiler: Locations
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.
Spoiler: Major Fleets
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.
Spoiler: Types of Ships
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).
Spoiler: The Story
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.
Spoiler: Poseidon Fleet Notes
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 [i]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?
Spoiler: Character Skeleton
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:
Spoiler: Accepted Characters
Vaidia's Characters:
Yathia di Poluntus
Yggdrasil_Hugger's Characters:
William “Hawksbill” Shelle
Dr. Cornelius Hyde
Highland Sniper's Characters:
Esvera (Vera) Fauna Regalia
Koti~'s Characters:
Shelk Silica
Alyphonse
Spoiler: Relevant NPCs
Spoiler: Admiral/Captain Amalita De Poluntus
Name: Amalita de Poluntus
Age: 65
Gender: Female
Race: Human
Profession: Captain of 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.
Spoiler: Captain Andras Genikos
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 and Mature Section 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.
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