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Hidden 5 yrs ago 5 yrs ago Post by Emma
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Emma Amme

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Name: Iris Desmond

Age: 23

Race: Blue-Blood

Occupation: Artisan & Healer - Wannabe Scholar

Personality: Iris is stubborn, strong willed, and intelligent. She is a tad more cynical than your average 20 something girl. She does not warm to strangers easily, and usually appears afraid of nothing, even when she is. Iris appears even tempered most of the time, but when she truly trusts someone (or is drunk) she is much more playful and kind. So don’t expect many expressions of joy and happiness even though she feels it, because she is guarded. She is deep down a bleeding heart, and takes the suffering of innocents personally. If one pays special attention they can see that side of her through many of her actions. She is very smart, and is particularly tuned into words. She is the protector of people she loves, extremely loyal, and always has their back. She is organized and has an excellent attention span. Over the years she has become more sly, blunt, and uncompromising.

Religion: Agnostic

Skills:
- Can Read/Write/Speak Komunaj, Frika, and bit of dead English. She also knows a good amount of Hebikesh, but only how to speak it.
- Swimming and holding her breath for three minutes.
- Basic Waterworld skills in fishing, food preservation, first aid, water distillation, celestial navigation, and sailing.
- Knitting, macramé, weaving, and sewing.
- She can pick most pockets and locks.
- She has an excellent memory, and memorizing stuff comes easier to her.
- She knows a lot of random things, and fact from reading and stories.
- Bone, stone, and shell whittling.

Weapons: She has a small whale bone dagger, with a leather wrapped handle. She also has a pocket full of bone/glass/shell/stone arrowheads, with no purpose, since she’s never done archery, and has no bow.

Items:


Boat/Home:


Description: Iris is 5'6" and weights about 128 pounds. She has curly jet black hair, that reaches her mid-back. She always wears her hair down in an attempt to hide the slave brand on her neck. Her skin is naturally copper toned, but she is also suntanned like most people. She has big green eyes, and full lips. She has a dusting of freckles on her nose, and shoulders. She has some faint scars from being whipped on her back, and little scars on her fingers from cuts she got whittling bones, and fishing.

Background:

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Hidden 5 yrs ago Post by Ceta de Cloyes
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Ceta de Cloyes Roziphontes

Member Seen 2 yrs ago



Name: Zashahim Gemelgaid

Age: 24

Race: Syborn

Occupation: Engineer

Personality: Zash is a generous and sincere soul, with a somewhat unapproachable mien. He means well, but is shyly awkward and envious of others, especially of the ease with which they interact, frequently marring his outward expressions with frustration and discontent. He has a dry wit and can be described as mild mannered, as well as descreet and careful, never causing offense or attracting much attention. Earnestly supportive and observant, Zash is a good friend to have with his easygoing lifestyle and enthusiastic positivity.

Religion: Kitalohiya, or just Kital, is a loosely structured belief system centered on the core concepts of self-invention and an evolving world. The religion is a blend of spiritual and technical, faith and fact. Priests are called savants, beneath them are students, taught one-on-one in the style of a master and an apprentice, though sometimes a savant will have more than one student. Students become adepts before savants, defined as knowledgeable but untested.

Skills:
- Fluent in Komunaj, Tralian, and Esperanto.
- Swimming, free diving.
- Waterworld life skills.
- Proficient ability in carpentry, pottery, and metallurgy.
- Proficient understanding of mathematics, biology, and engineering.

Weapons: Zash has a collection of sharp and pointy bits from his various attempts at weaponsmithing, and aside from a sturdy harpoon most are short swords with asymmetric blades, but his weapon of choice is a crossbow made for him by his former teacher.

Items:
- Adept's Toolbox,
+ Miscellaneous Tools.
+ Electric blowtorch.
+ Grappling hook.
+ Wires, nails, screws.
+ Batteries.
- Portable solar charger.
- Loose linen clothing, leather boots, woolen coat.
- Dive kit,
+ Diving mask, scuba fins, air bladder.
- Multicolored plastic hammock.
- Orange bonsai tree.
- Seven peables on an anklet.

Boat/Home:


Description:
- 173 cm, 5'8 ft.
- 73 kg, 161 lbs.
- Black hair, naturally curly but usually slicked back.
- Athletic build, light brown skin tone.
- Bar code tattoo on the right side of his neck.
- Loose clothes in light colors.
- Various wire bracelets, cord necklaces.

Background: Zash's mother, Rama, was born in Tamzin. She grew up there with seven siblings and no parents, but she was intelligent and clever. When her family lost everything in a fire, she made a plan to leave it all behind and forge a new life for herself. Her first stop was Bogorta chasing rumors of the Domini, and there she found a Scholar of the Musaeum who was hoping to meet up with the Syans. She told him of her wish and he took her on as a student, and together they found passage to Kilimazia where the Syans was meant to dock next. It was a few years before the Dominus ship came, but by then she had refined her plan to be foolproof.

Zash spent his first year of life aboard the Syans, but his mother wasn't fit to join them and soon they sent the two back into the world. They took his fingerprints and recorded his information in case they heard from him again, and upon his mother's request they granted him an identification card. Later she would arrange to have the ID's bar code tattooed on the right side of his neck, a mark of pride that her child was special. It was all part of his mother's plan; to acquire a child that would be healthy and smart, and then use that promised potential to secure a place on a less restricted Dominus. Rama, Zash, and Dean, their Scholar friend, left to seek out the next step in their voyage; the Jackal.

Let off at Sigarmyth, they settled in to wait for the ship's arrival. Dean took over a local school, tutoring both Zash and his mother on the side, while Rama became a sort of handywoman, fixing and repairing everything from furniture to air tanks to jewelry. The Jackal came when Zash was four, he and Rama said their farewells and bartered their way aboard. In exchange for a place on the Dominus ship itself she would trade the honey preserves she'd been saving, and her Syborn son would become an apprentice to someone of rank and status. It was not as smooth a deal as she had thought it would be, the Dominus ships were exclusive for a reason, but she made it work. For a while.

Zash found himself apprenticed to Rado Bladić, a savant of Kitalohiya, a technologists' religion. For fifteen years they made their living on the Jackal. Rama's plan had worked, for the most part; her son was a talented and integral member of a Dominus' community, and the more he improved and the more they invested in him, the more irreplaceable they both became. Until Chulyin of Unala arrived and brought with them news from Tamzin; Rama was the last of her siblings, her nephew Taanir was newly orphaned only months ago, with a much younger sister to take care of. Rama was not exactly living it up in the lap of luxury, but her home was safe, secure, stable, all the things she'd dreamed of and dared to hope for when growing up, but there was one thing she overlooked; she was a mother now. She always knew she'd grow attached to her son, even when she was just coming up with her grand plan, but she never expected how much it would affect her.

To her own surprise and dismay, Rama gave it all up to return to the dinky shithole of her birth to comfort and care for a family that didn't know her. Zash agreed to join her, having finished his apprenticeship and halfway to savant himself, but promised Rado he'd return. They boarded Chulyin of Unala's boat, a small steam bus, and cast off for home. Unfortunately for them, Unala was a codename that stood for West Wind, a clan of pirate mercenaries. Chulyin waited until they were well out of sight of the Jackal before making their move; mother and son woke to find themselves in chains, because you see, Chulyin had not lied to them, Taanir and his sister Jada really were newly orphaned kin of theirs, but Taanir was about to become the Governor. West Wind had dealings with his competition, and while they'd not known Zash and Rama even existed, Chulyin wasn't about to let the opportunity pass.

Their captivity lasted only three days before Zash unscrewed the bindings and cut the pirate down from behind. They nearly returned to the Jackal then and there, but decided to forge on and warn their lost family of the West Wind's alliance with their competition. A whirlwind adventure then ensued, complete with drama, politics, revelations, a fair bit of murder, and even a dash of romance. Rama reunited with Dean, the Scholar she'd left behind in Bogorta, as well as met and all but adopted her sister's children. Taanir became the Governor with a landslide victory after his opponent was revealed to have consorted with pirates, and Jada was saved from the fate of slavery. Zash kept Chulyin's steam bus, and spent the next few years helping secure his family and practicing his skills.

In time though, Zash followed in his mother's footsteps and made a grand plan of his own; the Musaeum was rumored to be headed for Sigarmyth, and when it got there he would be waiting.
Hidden 5 yrs ago Post by pintofwhiskey
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pintofwhiskey

Member Seen 3 yrs ago

Still working on mine, kinda dealing with some physical health issues atm
Hidden 5 yrs ago Post by Haeo
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Haeo One Who Listens Deeply

Member Seen 2 yrs ago



Name: Darse Finlure

Age: 38

Race: Blue-Blood

Occupation: Bone Crafter/Tanner/Fisherman

Personality: Steady, patient, tenacious, when a choice is made it should be followed through properly. Life is like a powerful current. It's hard if you fight it, easy if you follow it, and it will smash you against rocks when it chooses. A man should be gentle with friends, careful with strangers, and ruthless with enemies.

Religion: Agnostic

Skills:
-Komunaj: Speaking, Reading and Writing
-Engrae: Speaking
-Arithmetic
-Fishing with nets and spears
-Universal familiarity with knives
-Capable with a harpoon
-Bone/Teeth carving/working
-Tanning (aquatic creatures)
-Black Bone Blade Forging
-Cooking
-Fish Processing
-Ocean Product Processing
-Sea legs mastery (He's very sure footed on deck, regardless of weather or surf)
-Navigation (Astral, compass, chart)
-Simple boat repair
-Swimming
-Water Fighting (surface or submerged)
-Reading intent

Weapons: Black Bone Blade long knife (11" blade), BBB spear (6' long, aluminum rod with BBB spearhead)

Items:
-Bushel Bucket of shark teeth & small bones
-Slim drag nets x3 for small-average fish
-Tangle nets x2 for sharks and other large prey
-Hanging net for storing bone fish hooks and decorative pieces made from bone or tooth, 16 pieces ready for sale
-13 tanned shark leather
-Box of simple repair tools: Hammer, pry bar, brushes, sealing tar, etc.
-Leather lined box of mysterious jars (Materials for BBB forging)
-Spare work leather outfit and several simple undergarments

Boat/Home: Darse inherited his master's ship, an unnamed raft/boat that he later called "Memoria". It resembles a raft in the shape of a ray with two aluminum sails that resemble parachutes in shape, standing on poles with a small cabin between them. The deck is well treated shark leather placed with the rough side up and firmly anchored to the metal frame that is welded to the four hulls below. (Do not walk on it barefoot, you'll end up with bloody feet.) It has four strong but narrow hull sections placed evenly in parallel from one side to the other. There are concealed compartments for cargo with water-tight doors in various places on the deck.

Description: Tanned and hardened by years of exposure to the elements, Darse stands at 5'7 and weighs 160lbs. Neither bulky nor thin, his lithe muscle shows its worth in the efficient movements of his well proportioned limbs. His dark hair is crudely cut, shows signs of long exposure to salt and wind and hangs no longer than his jaw which is most comfortable closed. His eyes are a deep brown, nearly black to a casual glance, and are usually shadowed by his thick black eyebrows and long eyelashes. His face is weathered and, along with his worn hands, makes him look older than he is while his movements make one think that he's younger. For clothing, he wears simple and cheap cloth undergarments of whatever fabric was cheap enough at the time with soft shark leather boots, leggings, vest, and bracers. The leather comes from fairly common sharks and has no pattern beyond slight shading, shifting from pale gray to a deep blue-grey.

Hidden 5 yrs ago Post by Jerkchicken
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Jerkchicken

Member Seen 2 days ago

Name: Pisco Salji

Age: 28

Race: Human

Occupation: Privateer/smuggler and scavenger

Personality: Pisco in unsurprisingly somewhat of an asshole or at least possesses the requisite amount of callousness for someone in his profession. That being said, he's also not a complete monster either. Despite his piracy, he has a distaste for the slaves and slavers for a reason he can't quite articulate fully. He refuses to take people for slaves, although hostages for ransoming he'll do, which just justifies it as preferring to being efficient with objects as they don't need food and water,you can have more, and can be plenty valuable.

As a Captain he's a firm one who can bust asses if needed. After all, the sailors can be rowdy and lazy and without order nothing is done but time and profits being wasted. However he's never cruel as that creates mutiny and a mutinous crew is a ticking time-bomb no one wants to face. Sure you can try and squelch dissent with force, but you'll slip up and you're more or less dead. He'll readily cycle out the more weary looking crew members in exchange for fresher ones. Still it's not too bad, he has some loyal crew that's stayed with him for several voyages.

His strategy for raiding is basically the play style in Sid Meier's Pirates where you ram a smaller ship to quickly capture the boat and loot it. In other words, he favors efficient get in/get out smash and grab type attacks where they can get the other crew surrender quickly. That way they can grab whatever is valuable and leave while maintaining as little injury on themselves as possible. However, this isn't the sole source of income for him and the crew. They also do other various works of equally varying of legitimacy.

Currently he's eyeing on upgrading himself to a larger boat that can be used more for salvaging operations. He desires to acquire resources for some projects that in his mind will give him tools to be more successful.

Religion: Doesn't care

Skills: He has all the relevant skills pertaining to being a sailor, a thief, and smuggler. He knows all the intimate details of his "home waters".

He has a competency in repairing and cobbling machinery together, although he lacks a proper space and tools so there's a certain roughness.

Pici is fluent in Geanish, pirate cant, and knows some pidgins.

Is actually an insanely talented cook, but unfortunately the world is in no state to host fine dining establishments

Weapons:
Stick/staff
A "salvaged" revolver which he has amassed some scrap for the purpose of creating ammunition for.
Utility knife

Items:


  • Aforementioned weapons
  • Rations of food and drink
  • Stimulant herbs
  • handful of scrap
  • Tools for repairing
  • Flint & iron
  • Ancient incomplete box set of "Matlock" on Violet-ray


Boat/Home:




Description: A man of average height and athletic build. His skin tone is like coffee with milk, but due to sun experience is darker. His hair color is a reddish-brown with slight waves and of medium length. He has light brown eyes that never seem to be fully open. For clothing he tends to keep it simple and utilitarian. Pants and what amounts to a jerkin are what he wears most of the time.

Background: Pisco was born a landlubber on what would be arguably one of the better areas to be one. Within the high elevation remains of South America. His name is an odd reminder of the Old World. The world where once continents shared space with the ocean as opposed where it's just all islands as solid land now.

His first job and by extension connection to the sea would be as a hunter of seals and penguins that resided on both the coastline and small islands. He and many others hunted these animals and then dump the bodies in giant boilers to create valuable oil from their fat . Of course, these animals aren't infinite and the local government has an incentive to balance out the the hunting with letting the population breed lest they run out of a source of oil.

This meant downtime as he wouldn't always be hunting. In the meantime he'd learn other things including how to get away with a bit of extra hunting and other shady activities. From there on out he'd shift to working as a privateer's crew member. While there was danger, it also meant pay. He'd part ways and spend some time on extended shore leave.

Time would pass and he decided that why do the same thing, but this time as captain. Luck and some good contacts would allow him to earn his ship. From there the assembled a crew and off they went. His first job was to raid a vessel carrying goods to Zoloto. It was a success and he spent some time bullying the ship by intercepting more ships carrying things for them. At least until they started getting serious about security and then he had to stop.
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