Welcome to 'Pirates of the Calarian Main'. Recognise this RP from the Nationstates forums? That's because it's from there. Like all good pirates though, we've sailed on to a fresh ocean! So yes, there will be a core group sailing across with me and we won't set sail into the IC without them all aboard!
I will stop with the nautical metaphors now.
In this RP you will play the part of privateer looting shipping in a part of the world known as the 'Calarian Main' in a fictional early modern world. I would ask that if you are making an app for a ship, that you also app the Captain, if not more members of the crew. You can also app for a person on someone else's crew... though just make sure you talk to them first!
This RP exists in the same world as 'Pike and Shot', an NS RP, but that is just for information, you are expected to know absolutely nothing about it! It doesn't matter!
This is a low fantasy RP. Magic does exist in the setting, though your characters are not magically gifted.
In terms of non-magical tech and societal development, the part of the world you are in will have tech approximately equivalent to the mid 17th century.
The peoples described in the OP are European/North African/Amerindian types, though if you want to create a character from further afield, definitely feel free. Join the Discord and we can do a bit of world building!
The societies in the world are early-modern and female characters will face prejudice from colonial authorities etc., though this is a pirate RP, and there were plenty of female pirates (Jeanne de Clisson, Sayyida al-Hurra, Grace O’Malley etc) so you definitely aren't discouraged from writing one!
This RP will be open to latecomers. There is always scope for new crew, though if the number of ships gets excessive we will limit that.
SETTING
The Blight and the Haltian Empire
200 years ago, the world was a very different place. Human Kingdoms dominated the coast of the Circle Sea. Of those Kingdoms, none was finer than the Inburian Empire. Then the blight came. Out of the East, poured strange and brutal creatures, which came to be known as Goblins and Orcs. They appeared in vast hordes, destroying and devouring everything in their path. The Eastern Kingdoms fell, one by one, until the horde reached the great fortress of Grendell, strategically placed to control the narrow neck of land that connected Inbur and the Eastern Kingdoms. The horde laid siege to the citadel for two months, launching one futile assault after another, coming within a hair's breadth of breaching the fort before finally a relief force arrived. The relief force of the time consisted of the bulk of the Inburian army along with the allied contingents from all the other human Kingdoms and there, at the gates of Grendell, the horde was halted, though the Inburians paid a heavy price.
Off the back of the horde, another enemy arose in the West: the Haltians. The Haltians were nomadic Elven people, known for their fine Cavalry. They descended on the weakened human kingdoms, carving out their own Empire, completely swallowing the Inburian Empire in the process.
New Contenders and the Calarian Main
In the world as it is today, the Inburian Empire is consigned to the history books and the Haltian Empire holds the line against the Blight though Haltian is beginning to look a little shaky. There are divisions within Haltian society and revolt brews in the Eastern parts of the Empire. There are even rumours of an heir to the ancient Inburian Royal House raising a banner in defiance of the Emperor.
150 years ago one of the secondary powers, the Calarian Republic, successfully crossed the otherwise impassable Evig Ocean to an area now known as the 'Calarian Main', rich in spice and precious minerals. The Kingdom of Brendahl and Doel Union were quick to follow and a number of wars have been fought over control of the area aided on all sides by the local Iktani tribes. All three have become wealthy off trade from the West, though none of the three are particularly keen on sharing the wealth. Another war is brewing in the colonies and whoever comes out on top could end up with the power to become the new Hegemon in the Old World, on the shores of the Circle Sea. The Haltian Empire is looking rather shaky, after all...
Where You come in...
On the South Coast of the Circle Sea is a city called Mina-Sakh, notorious as a hot-bed of pirates, one of whom is you.
Right now, the city is hosting a visit from a gentleman from the Doel Union, offering to grant letters of marque and reprisal to people willing to sail to the Calarian Main and fight the Stewart of the Doel's enemies upon the sea. There is a lot of money to be had raiding the Calarian treasure fleet...
As previously mentioned, the technology of the world of the Circle Sea Saga is broadly similar to that of mid 17th century Europe.
Ships: These are some very basic descriptions of ships. Sailors amongst you will doubtless spot a few errors but I am prioritising fun over massive attention to detail.
a two masted ship with square sails for the most part and a gaff sail at the back. A jack of all trades that handles decently in most sailing directions. Popular amongst merchants and also as a small warship.
a pirate's worst nightmare. Built for speed and usually carrying a lot of guns, frigates are not to be trifled with. Frigates are square rigged meaning they will outrun you with the wind at their back but don’t perform as well at other angles.
A cheap, shallow draft, merchant vessel used by the Doel Union. Usually unarmed.
The main trading vessel of the era. Galleons are multi-decked ships with three or four masts. These were until recently often warships as well. Some still are. Adding to the confusion because they might have once been a warship and now are a trader, a lot have more gun ports than actual guns.
A ship with oars used in coastal waters. Not to be confused with a galleon
A custom built warship with multiple gundecks that will murder your puny ship if you get too close.
A xebec with a square rigged mainsail that trades some of the performance while close hauled for better running speed. Has oar banks.
A ship with two or more sails with fore and aft rigged sails. A popular, larger ship for a pirate (or pirate-hunter) as, while it isn’t as fast as a similar square rigged ship with the wind behind it, it perforns well at most angles to the wind.
A ship with a single fore and aft rigged sails. The most popular ship for a pirate (or pirate-hunter). Cheap, manouvreable and with a shallow draft that means it can hide in shallow water. It isn’t as fast as a similar square rigged ship with the wind behind it, it perforns well at most angles to the wind. A crew of 80 is large for one of these.
A brigantine where the gaff sail is on a cute mini-mast at the back.
A fast sleek vessel with two or more masts with lateen sails and oars which are helpful in calm conditions. Very popular amongst Addonian pirates and merchants.
Firearms: Firearms come in a variety of sizes from pistols to arqebuses and the even larger 'muskets' (which require a rest). Pistols are nearly all flintlocks though a lot of long guns are still the cheaper matchlock variety (which is fine, provided it isn't raining). Arquebuses are lethal out to 400 yards, muskets to 600, though a well-trained soldier can’t reliably hit a target beyond 100. The best troops, operating under ideal circumstances can reload and fire in around 30 seconds. Firearms have mostly replaced bows and crossbows, though these do get used in some backwaters.
Melee Weapons: In a standing army, the pike is king, though people will often carry a secondary close-ranged weapon like a sword, axe or club. There are a variety of different swords in use. Some people might carry a short 'hanger' for slashing at close quarters. Officers are more likely to carry a long, slender 'rapier' (which can cut and thrust). Cavalry will have something bigger and broader, which can cut or thrust like a 'mortuary sword' while nobles are likely to carry the Rapier's, smaller, lighter, thrusting only cousin, the 'small-sword'.
Body Armour: Most body armour in this period is cheaper mass produced 'Munitions Armour', though nobles do have access to heavier, better gear. Contrary to popular belief decent armour will stop shots from guns, particularly at longer ranges, though the larger muskets will punch through anything someone is wearing. Helmets like the morion, cabasset and lobster tailed pot helmet are all pretty common.
Magic: Magic in this world is rare and usually subtle in its effect. Healing magic is particularly sought after in this day and age as, provided the practicioner has the right herbs, they can save lives and limbs that would otherwise have been claimed by musket balls.
RACES & SPECIES
In order for you to create a character, and for some basic info on the peoples you will encounter, here are some of the more common peoples who will appear in the RP. Feel free to have a chat on the discord if you want to create someone from a different race.
In respect to language, you can assume each of these peoples has its own language though, with the exception of the Iktani, most people will also have a reasonable grasp of 'Inburian', which has existed as a lingua franca in the circle sea since the time of the Inburian Empire.
The Elgafolk were never great city builders, preferring to live nomadic lives in the great plains North of the Circle Sea. That was until the Blight weakened the human Kingdoms. Then, the Elgafolk descended from the North, conquering and enslaving the many humans in their path. The Elgafolk are biologically immortal and highly resistant to poison and disease. While they do not conceive as often as humans, Elgafolk women remain fertile for centuries and infant mortality rates are low. It is not uncommon for one of the Elgafolk to have up to twenty siblings, though these may have been born a century or more apart from one another.
Elgafolk are usually slightly larger than humans, with the males averaging 6'2'' and females 5'8'' in height.
For centuries, Elgafolk have been known as the finest cavalry in the world and their units of cuirassiers will often form the backbone of a Haltian army to this day.
The Elgafolk live almost entirely within the Haltian Empire and are viewed with great suspicion amongst Human cities. Despite the fact that they are the only species to enjoy citizenship rights within the Empire, the Elgafolk only make up just under 15% of the total population, the remainder being resident and enslaved humans. While the overwhelming majority of Elgafolk are free, criminals, deserters and the like can end up being enslaved and a few have turned to a life of piracy on the high seas.
If you want to create an Elgafolk character, here is a name generator
the Addonian culture flourishes on the arid South Coast of the circle sea. The Addonians exist as a number of autonomous city states, including the metropolises of Al-Waha and Mina-Sakh.
The Addonians culture is something of a melting pot born of early Calarian and Shariq cultures merged with those of the nomadic desert dwellers from further inland. Addonians tend to favour long robes and brightly-coloured tunics, often adorned, for both men and women with ostentatious gold jewellery.
Like the Monchians the Addonians are known for piracy, though their piratical activities tend to focus more on the acquisition of prisoners for sale to the Haltians as slave labour or, indeed, in their own domestic markets (the Addonians are the only human culture that routinely practices slavery).
In combat the Addonian pirates tend to use the ‘Nimcha’ sword rather than the cutlass preferred by most other seafarers.
On Earth, Addonians could appear as anything from ‘Mediterranean’ to ‘West African’ in appearance.
If you want to create an Addonian character, here is a name generator.
Sometimes also known as 'the Folandet'.
Many centuries ago, the Folandet tribes were the dominant culture on the Northern shores of the circle sea, raiding down into the more settled lands of the Skultfolk, Quinians, Calarians and Inburians. However, bit by bit their ancestral territories were swallowed up by the Inburians and Haltians until the Folandet culture was left only on the Brendahl peninsular and the surrounding subarctic islands in the North sea.
For the past century and a half, the peninsular has been unified as the Kingdom of Brendahland and the people who live there are now more usually referred to as Brendahlanders. Around the time of the formation of the Kingdom, the Calarians first successfully navigated the Evig Ocean (to the West of the Circle Sea), finding their way to the Gold Coast, now, more usually referred to as the Calarian Main.
Setting out from their capital of Hemmeling, the Brendahlanders joined the race for the Gold Coast some twenty years after the Doel and, while they have set up a scattering of colonies in the region, remain very much the weakest of the three colonial powers and in recent years have formed a steady alliance with the Doel Union in an attempt to snatch a larger share of the lucrative trade in sugar, spice and precious minerals from the Calarians.
The Kingdom of Brendahl is ruled by King Hoskuld II
On Earth the Brendahlanders would appear to be ‘Northern Europeans’.
If you want to create a Brendahlander, here is a name generator.
The Calarian are one of the oldest human cultures of the Circle Sea and have, historically, established numerous settlements around its circumference. The Inburian and Addonian cultures are both descended from Calarian settlers.
Calarian culture dominates on the long peninsular south of the Morktree that culminates in their fortified capital of Bayeton. Historically the Calarians were a vassal of the Inburian Empire though modern ‘Calaria’ is a Merchant Republic led by Doge Vico Bembo.
Because of their relative geographical isolation, the Calarians have managed to prosper with only the occasional raid by the Haltians into their Northern territory. Their main enemy in their home territory is, in fact, Monchian corsairs and the state has a small but efficient Navy, mostly made up of small frigates designed to seek out and destroy Monchian pirate ships. Their land army is more significant, a large body of citizen-soldiers drawn from the towns and villages in the fertile plains north of Bayeton.
Calaria also has the distinction of being the first culture to have sailed out of the circle sea and successfully crossed the Evig Ocean to an area rich in valuable spices and valuable natural minerals that the Calarians initially named the ‘Gold Coast’ (now usually called the ‘Calarian Main’), just over 150 years ago. In the intervening time, the Calarians have colonised this area extensively and the natural resources of the gold coast have allowed the Calarian state to become extremely wealthy and the greatest external threat to the Haltian Empire.
The Calarians have aspirations to be the successors of the Inburian Empire and will occasionally call Bayeton the ‘Second Inbur’. The Calarian disdain for the Haltians (and indeed, most foreigners) is well known and were anything to happen to weaken the Empire it is likely they would face a Calarian attack, driving up the coast towards Inbur.
The Calarians are not, however, without human enemies. The Kingdom of Brendahland and Doel Union both have aspirations to claim the wealth of the Calarian Main while Monchian pirates continue to harass merchants returning from across the Evig Ocean.
Calarian officers, both at sea and on land, tend to use the rapier as their sword of choice.
On Earth, the Calarians would appear to be Southern Europeans.
If you want to create a Calarian character, here is a name generator.
The Doel people hail from the land to the West of the Quinians and, unlike their Eastern neighbours, have a long and proud maritime tradition to rival that of the Monchians. The Doel home territory in notoriously swampy and prone to flooding, though in recent years, modern engineering has allowed the Doel to somewhat control the problem.
The Doel have always had a strong navy, large fishing fleet and keen interest in commerce. While the Calarians were the first to chart the route across the Evig Ocean, the Doel were quick to follow and begin setting up their own trading ports. Quickly, a bitter rivalry sprung up between the two States. The disastrous Second Doel-Calarian war saw them cede many of their more important colonies to the Calarians some fifty years ago. In more recent years, the Doel have formed an alliance with the Kingdom of Brendahl with whom they have historic cultural links, also being descendants of Folandet remnants. Minor skirmishes have continued for years though the Alliance signals to many that another major war is on the horizon.
The Doel Union is made up of seven semi-independent states, with a nominal capital in the city of Morestad – the most powerful of the Doel cities. This is also the residence of the hereditary ‘Steward of the Doel’ - Prince Clas Matthias of Morestad.
The Doel are a fairly pale people who are notably taller than most of their neighbours, possibly in part, due to the large amount of fish in their diet.
On Earth the Doel would appear to be ‘Western Europeans’.
The Iktani are the original inhabitants of the Calarian Main and are still around 90% of the population, though are often underrepresented in the main trade ports. The Iktani, while sharing strong cultural ties with one another, do not see themselves as a single people. Prior to the arrival of the Calarians the area was a patchwork of different states, many of whom had a deep seated animosity for one another.
While the Calarians initially enjoyed significant technological advantages over the Iktani tribes, the Iktani have had plenty of time to adapt and have long-since learned to master Circle Sea weapons and tactics. The presence of the Brendahlander, Doel and Calarian outposts is guaranteed by alliances with local Iktani tribes. Tribes with a strong alliance with a Circle Sea power have grown wealthy and powerful off the back of their alliances, while those who historically were less welcoming of the Circle Sea Nations are often ruthlessly oppressed.
Iktani irregulars form the bulk of the militaries in the Calarian Main and are well respected as guerilla fighters. Governors of Colonial towns are often loathe to send expeditions into the dense jungle that makes up most of the Main, preferring to rely on friendly Iktani to do these jobs for them. There are plenty of incidences of expeditions vanishing without a trace while venturing into hostile Iktani territory.
On Earth, the Iktani would appear to be 'Amerindian' people.
If you want to create an Iktani character, here is a name generator.
The Inburians are the surviving remnant of a broken, though once-great Empire. Most live within the Haltian Empire. Around a third of their population is enslaved. Despite all of this, the Inburian Royal Line (the Hasikos dynasty) persists and there are a number of potential claimants to the Inburian Royal Throne scattered in Haltian territory. The Haltians tolerate the existence of these pretenders, provided they don't cause any trouble; attempting to move against them has been known to cause the Inburians to riot.
Historically, the Iburians are descended from Calarian settlers who began to build cities around the circle sea around 2,200 years ago. Over time and with contact with other cultural groups, some of these cities began to evolve their own identity. Inbur, lying in a strategically important position controlling the route to the portage at the Grendell rose in prominence, dominating many of the local towns. Inbur’s power spread until, 817 years ago it had become powerful enough for ‘Cyprien the Great’ to declare himself Emperor of Inbur, controlling the much of the Eastern parts of the modern Haltian Empire and Calaria with client Kings in Favis and Quinia.
209 years ago, when the Blight emerged, the Inburians led by Emperor Dakis III, supported by their client Kings were able to halt the orcs at the Grendell, though their forces were so weakened by the battle that they were in no fit state to resist the Haltian army that invaded from the West, completely overrunning the Imperial heartland.
On Earth, the Inburians would be described as 'Mediterranean' in appearance.
If you want to create an Iburian character, here is a name generator.
The people of the isolated on the isle of Favis have always been somewhat different from the ‘Mainlanders’ though 817 years ago, the island was brought under the sway of the Inburian Empire by Cyprien the Great, existing as a client Kingdom until the time of the Haltian conquest.
Positioned in the middle of the circle sea, it has remaijned untouched by the Blight and largely unmolested by the Haltians. In the decades following the collapse of the Inburian Empire, a dynastic crisis on Favis saw the two rival brothers, and claimants to the throne, retreat to the port cities of Vich and Emiddley. Neither was able to conquer the other and both cities still have a King who styles himself the ruler of all Favis. The Monchians are better known as sailors than soldiers and, strangely, usually know how to swim.
As well as being known as sailors, the Monchians are also infamous for piracy in the Circle Sea and there are numerous small pirate ports on the rugged West coast of their island. Monchian pirates are not above selling captives to Haltian slavers though they do not practice slavery on the island itself.
On Earth, the Monchians would appear to be 'Western Europeans'.
If you want to create a Monchian character, here is a name generator.
The Quinians are the majority culture on the coast, South of the Haltian Empire, centred around the Kingdoms of Estornen and Carnelfenney and have existed in this region since time immemorial slowly moving inland, absorbing and displacing the Folandet tribes in the pre-imperial era. During the time of the Inburian Empire the area was unified as a single client kingdom though it has devolved into a patchwork of independent and semi-independent Kingdoms, Dutchies and Counties over the intervening centuries.
Despite both Kingdom capitals being coastal, the Quinians are not naval powers, though they do derive significant income from the ports. Instead, this income is funnelled into training and equipping some of the best armies on the continent, frequently supplemented by mercenaries from elsewhere in the world. All of this is done so that the Quinians can hold back the Haltian Empire, which frequently skirmishes and raids into their lands.
Quinians tend to dress distinctly from other peoples. Poorer Quinians will often wear a traditional kilt, though breeches and stockings are more in favour amongst the aristocracy. Plaid patterns, rarely, if ever, seen amongst other cultures, are popular in Quinian clothing.
Quinian officers almost always carry a mortuary sword rather than a rapier and also often also carry a dirk and targe in their left hand.
On Earth, the Quinians would appear to be 'Northern Europeans', however, because of their tendency to employ mercenaries from abroad, the Kingdoms also have minority populations of every ethnicity under the sun.
If you want to create a Quinian character, here is a name generator.
the 'Eminent Kingdom of the Shariq' was once the main rivals of the Inburian Empire. How exactly the Blight came into existence is a secret known to nobody still alive, but it is known that it first manifested in the Shariq highlands before sweeping down, overrunning the Shariq cities before they were able to muster a unified response. The Shariq, as an independent nation were more-or-less destroyed by the Blight though Shariq refugee populations did manage to escape and major populations of Shariq can be found amongst the Addonian cities, on the isle of Favis and in the city of Inbur.
The Shariq tend to favor long baggy trousers (rather than the breeches and stockings worn by the men of most other cultures) for both men and women, with women wearing a calf-length smock over the top.
On Earth, Shariq would appear as ‘Mediterranean’ in appearance.
If you want to create a Shariq character, try either this name generator. or this name generator. For a surname, take one from where your Shariq character has settled (i.e. Monchian, Inburian, Addonian etc.) as surnames weren't in widespread use when the Eminent Kingdom was destroyed and most Shariq have taken local surnames.
THE RULES
In summary, 'don't be a dick'. But here they are if that comment is confusing:
Decisions My word and the word of all Co-OPs is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers. On that note, I intend to run this thread as an anarcho-communist cooperative. This is an unnecessarily complicated way of saying that my word DOES NOT overrule theirs. So don’t ask me to overrule one of the others. I won’t.
Post Quality I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc. Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
Posting Commitment Nothing is worse than making an RP only for it to die. Please try to make a post every 48 hours or so. If you find yourself unable to post for extended periods of time, please let us know on the Discord or in the OOC thread. If it looks like you've abandoned a character in the middle of a fight scene I might decide to kill them off if I'm feeling particularly malicious.
Posting Speed On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, feel free to carry on the scene without them.
OOC thread Manners Nothing annoys me more than bad manners on an OOC thread and in the Discord channel. Swearing, passive-aggressive sniping or any other rude behaviour are not welcome on the OOC. You will be warned once. If you can’t control yourself I will ask you to remove yourself from the thread.
IC thread Manners Remember, we are writing a story together, not trying to win.
Character Death Player death is possible in this RP, though will be quite rare and easily avoidable. Please don’t write that you have killed another character unless you have OOC permission from the character's owner to do it. Beat them into a pulp or take them prisoner, but don’t kill them. Having said that, if someone does something really stupid (such as attacking a ship of the line with a schooner, on your own), I reserve the right to announce your character has got themselves killed. Likewise, if someone goes inactive without explanation and cannot be raised, I may decide to kill their character off.
Keep it tasteful What is tasteful? Whatever I say it is! Generally speaking if there isn't a narrative reason for writing stuff other people will find offensive, don't write it. We'll ask you to correct, warn and/or ban depending upon how far outside the realms of common decency you are and whether we think you're taking the piss or not.
Banning Players I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.
APPLICATION FORMS
The moment you have been waiting for! Here are a few general rules before you make an app.
Pirates operate small, fast, crew-heavy ships. I would recommend:
Either a Brigantine, Polacre, Sloop, Schooner, Snow, or if you have an Addonian ship, a small Xebec.
4-12 cannons
a crew of up to about 100.
I will potentially accept things outside of this, though talk to me first if you would like to. If there's a clear narrative reason, I will accept that... though also bear in mind that larger ships will struggle to outrun naval vessels and escape is your best chance of survival.
When filling in an application form, please delete everything in parentheses.
Also, NO ANIME FACE CLAIMS
Character Description
Name: Species/Race: Sex: Age: Appearance:(Feel free to describe with text or put pictures in here. If you are using a picture, try to find something that looks 17th century, though I appreciate that might not necessarily work with fantasy races! Please, no anime face claims)
Strengths and Weaknesses
Skills: (Is there anything you are significantly better at than most other people? If you include something, make sure it is backed up in the background) Weaknesses: (Is there anything your character is really rubbish at? Not essential you put anything in, but can be fun)
Background:
Backstory:(How did you come to be here?)
Name of Ship: Type of Ship: (sloop, schooner, xebec or something else?) Rigging: (if unusual) Crew Compliment: (recommend up to 100) Cannon: (recommend 4-12) Description:(if you want to bring in something outside of the generic small ships I've mentioned above, please specify length, beam and tonnage - I'll figure out your draft from that)
Skills: Vikingr - Særún is skilled in close combat situations when boarding enemy ships, preferring to use a naval axe over a sword. She also prefers smaller flintlock pistols to larger pistols, and has a custom double-barreled pistol from her previous life in Brendahland navy before the mishap.
Survivor - The crew of the Vild Ørn was written off as lost by the Brendahland navy, but they persevered for months at sea with minimal supplies by scavenging and fishing.
Weaknesses: Delusional - Perhaps it was the stress of being lost at sea, or the heat, or some combination, but all of the crew of the Vild Ørn suffers from varying degree of mass psychosis causing them all to go slightly primitive.
[/hr][size=150]Background:[/size]
Backstory: When left to their own devices for a long period of time, will man revert to their base nature? Such was the case of the Vild Ørn, a ship that set sail from Hemmeling destined for the Morestad, but somewhere along the way the ship and her crew was hit by a storm and never arrived. Adrift at sea for months, the crew survived only on what they could catch from the waters around them. By the time the demasted ship drifted into a port along the Gold Coast, the crew had all embraced traits of their ancestors. They launched raids along the coast until the Vild Ørn was able to be repaired and resupplied.
Now with the ship repaired, the Vild Ørn regularly conducted raids upon merchants up and down the coast, seemingly without care for flag or allegiance.
Name: Stefano Bene (real name Astartus Nicolau) Species/Race: Human - Shariq Sex: Male Age: 25 Appearance: 5 feet, 7 inches
Strengths and Weaknesses
Skills: Being a legal expert in the maritime laws of many countries in the Circle Sea, Stefano is educated and is often used for taking part in negotiations with many organizations. Add to that, he is known for his charisma coming from his friendly, flamboyant, and laid back attitude; often used for diplomacy and swooning women. Weaknesses: While he had trained with weapons for self defense, conflict is not his forte and he’s not one to be looking for a fight. When the fists start throwing, he's finding a table to hide under. He also can’t swim, considering it to be bad luck and tempting the sea spirits.
Background:
Backstory: Astartus Nicolau was born in a small imperial town to a Shariq blacksmith family. Despite his father's attempt to instill the value of honest living, Astartus had little interest in blacksmithing and would fall in the wrong crowd of pickpockets and scammers as a child, getting in trouble with local authorities over petty theft. As part of lashings given by his father and older brother, he would wise up and focus on his education, taking some interest in studying imperial laws. Part of it was a genuine effort for him to reform himself from his teenage years of being a troublemaker, part of it was because he wanted to leave the small town. He made his family proud once he passed the necessary requirements and tests to became a business attorney and was able to move to Inbur.
However, trouble always seems to follow Astartus as he was under suspicion for possible involvement in a smuggling ring (which he was). He was able to flee the imperial authorities and bribed some Calarian trader for him to flee to Calaria. While escaping, Astartus threw some of his personal items overboard. Hopefully, officials in search of him would have written him off as having drowned in the sea.
At Calaria, Astartus grew out his hair and beard and had taken a different personality. The quiet and reserved Astartus Nicolau is no more, now he's the flamboyant Stefano Bene, a legal expert from Calaria. Stefano soon found himself in the service of Alberto Grasso, seeking the opportunity to finance his lifestyle of making more money and love to women. However, something is screaming at him from the back of his mind that this venture may be more than he bargained for.
Name: Jann Ferdinand van Lotharingen Species: Human Sex: Male Age: 19 Appearance:Ferdi Reference
Strengths and Weaknesses
Skills: Jann Ferdinand is a semi-proficient noble.. Meaning he can convincingly act like one, but really doesn't know the ins-and-outs too well. His interests are where he invested all his skill points. He can write, speak, sing & dance, paint, play various instruments, fly hawks, and ride horses fairly well. And in terms of skills useful to a ship and its crew, he can at least fight decent with a rapier or something similar, and is trained to shoot with small firearms. Apart from this, he can also climb, swim, and cook basic meals. He also has the potential to lead, but isn't normally taken seriously due to his age and overall lack of experience. Plus, his attitude doesn't suggest that he would care to assume such a station.
Background:
Backstory: Jann Ferdinand or "Ferdi" as his mother called him is the youngest son of a Union Noble. A troublemaker since his youth, he grew up getting away with quite a bit. His mother had spoiled him rotten, and he was rarely ever disciplined. His father was away too often. And as if his behavioral problems weren't bad enough, his stepmother commonly mistreated him and his siblings, causing him to become spiteful and somewhat violent. This only worsened after his mother "fell ill" and later died. Believing that this family was no longer a fit for him, and that his father didn't care anyway, he began to neglect his studies and duties in preparation for his ultimate plan--To leave home and go on a grand adventure.
He eventually did manage to escape, but things didn't go as he expected. He would be swindled many times and would quickly lose much of what he'd left home with. But he was still alive, thanks to his incredible luck (and possibly the elga that seemed to be shadowing him). Soon he became impatient. He was getting nowhere with his crazy ideas, and he certainly didn't want to find legitimate work (he couldn't be bothered). So he came up with a brilliant plan to hire a ship to take him out to sea.. And get him an audience with a shipful of pirates.. Now, which pirates he didn't know. He wasn't very good at planning ahead. But that was it. He seemed to believe that if he offered them payment (i.e. everything he had on him) they would accept him as part of their crew.. Naturally, things didn't turn out that way, and he was instead robbed, beaten, and taken to Mina-Sakh to be sold off or held for ransom.
Skills: Hagen is literate. He is an expert hand-to-hand fighter and is excellent with a variety of weapons. He is also an experienced seaman (or seaelf), being able to fulfill many different duties, and is a very good swimmer. He can navigate quite well and knows many other sailors from the region. To add to that, he seems to know a bit of elga magic or apothecarial arts, knowing how to use any available ingredients to help with various injuries and illnesses. (I can remove this if it's'n't allowed) Weaknesses: If there are any, it would be hard to tell.
Background:
Backstory: Hagen is the stoic and reticent elgafolken senesjal of the van Lotharingen family. He is a friend rather than a subordinate of the house head, Jann Ferdinand's father. He has served in the van Lotharingen bloodline for many decades, going all the way back to Ferdi's great-grandfather. Hagen has been tutoring the family's young men throughout the generations, and also serves as the right hand man on the business side of things. When he isn't engaged in work with the van Lotharingens, he is usually wandering about and meditating, which is something he brought back from his particular clan's culture.
Hagen had already been aware of Ferdi's antics, but didn't think too much about him, as the youth's older brothers were his priority at the time. He was teaching them how to fight and how to sail. When later Jann Ferdinand disappeared, the boy's father asked Hagen to find him and keep him safe. Despite being quite absent, Jann Ferdinand's father actually did care for all his children. His position simply prevented him from caring for them properly, even after had had his entire family moved over to the colonies so he could be close to them.
As of the moment, Hagen is only shadowing Ferdi. They don't yet know each other, and he's simply waiting for the right time to take the young man under his wing.
Name: Captain Aghilas Jêle Doeli Species: Addonian Sex: M Age: 35 Appearance: Tall, imposing, with sea green eyes framed by dark hair and a large bushy beard. Standing 6'5", 225lbs, he's broad shouldered and usually wears a finely tailored, short cut, black satin-silk robe with silver trim. He wears a deep violet head-wrap, made of the same satin-silk, with a tight matching waist-wrap/shoulder sash, which carries a decoratively hilted nimcha, along with 4 flintlocks.
Backstory: Aghilas 'the Doel' was born son of a Doel slave-servant and an Addonian father he never met who promised to buy his mother's price, but never returned. As a young boy he was taken to sea as ship boy before his 10th year, growing up at sea aboard corsairs. Despite being a slave, Aghilas grew into a large, powerful young man respected among the crew, and a favourite of the corsair captain. It was during this time Aghilas was groomed as a lieutenant, and, in a turn of affairs neither he nor the crew talk about much, elected Captain after the position was abruptly 'vacated'.
Captain Aghilas, or 'the Doel' as he is sometimes called (despite looking quite Addonian), quickly became one of the best known Addonian Corsairs. Rumours abound however that he has recently had a falling out with several local Addonian princes not offering him and his crew their 'due' - with the result that the al-Marid sailed into Mina-Sakh with several suspiciously Addonian looking prizes, laden with slaves, booty. He and his crew have spent their time in port spending freely as the al-Marid is being refitted, and developed a sudden keen interest in his Doel heritage and sailing to the Calarian Main.
A larger than life figure in the piracy world there are some who've described him, at times, as 'a bit much.'
Name of Ship:Hamsat al-Marid Type of Ship: Xebec Rigging: Three masted xebec rigged, unusually for the time, with large bermuda rigged sails and jibs between the bowsprit and each of the masts. Crew Compliment: ~100 Cannon: 17 - 14 10pdrs on a small gundeck - 3 4pndr swivel mounts, 2 fore, 1 aft. Description:Hamsat al-Marid, often simply called Hamsat or al-Marid is around 35m in length, a beam just over 8m, and a draft between 3.5m. Displacing just under 200 tons. She has a sleek, streamlined hull and three large sails supported by multiple, large jibs. Less obvious to the eye are an expensively retrofitted copper sheathed hull, and a wider, longer keel than typical for xebecs for better stability with her large sails and in heavy seas. In light seas under full sail she's fast enough to give even fast frigates a run for their money with the wind and when in doubt she excels tacking close to the wind. Struggles a little in heavy seas when stability demands cut into her speed a little.
One that note the Hamsat al-Marid is accepting qualified candidates for all roles. Aghilas is an equal opportunity employer, he and half the crew are former slaves themselves.
Roles open: First Mate - ya'll know first mate Lieutenants - help keep shift rotations, lead prize crews or when capt/mate are away. Quartermaster - pay, stores, records Bosun - in charge of deck crews/equipment
Sail Master - in charge of sail deployment, maintenance, also often doubles as navigator. Topmen - handle sails on the masts - otherwise run of the mill PIRATES! Riggers - work the ropes on deck - otherwise run of the mill PIRATES!
Master Gunner - in charge of all guns & ordinance Gun crews - dedicated gunners
Sergeant - in charge of musketeers complement, usually seasoned veteran with actual military experience Musketeers - Small party armed with muskets/pikes in close action, boarding & counter boarding while other crews are engaged - usually best trained combatants as opposed to skilled sailors.
Carpenter - in charge of ship's maintenance/condition Cook - it's the cook! Surgeon - ye olde sawbones.
Powder Monkeys - usually least experienced crew members, charged with carrying shot/powder from magazines to guns and otherwise performing other menial tasks. Lookouts - one of the most dangerous roles, sitting high up and exposed.
Start on the crew or sign up now and we'll show you the ropes! Sailors, get a fair share of the cargo, get paid what yer worth and discover how much folks actually pay for the services ya'll been providing for piss poor wages all these years!
Name: Azaz Abdelba'l al-Munkhi al-Idrisi "Abu Sakran" Species: Shariqi Sex: M Age: 28 Appearance:
Strengths and Weaknesses
Skills: Extremely literate (obviously), Rich (being a trader), Friendly, Flexibility and Endurance (think a gymnast), good with pistols and rapiers, Navigation and Seamanship (stole and read so many maps he's able to remember them in memory) Weaknesses: Cowardly (will avoid trouble as much as he can), Vain (thinks he's the smartest and will try to undercut fools he's trying to profit from), Lack of strength (someone could knock him off in a fistfight, though he'd outrun them), Infamous (as a personal enemy of so many pirates)
Background:
Backstory: "Abu Sakran the sailor-swindler" is quite the renowned name on the Calarian Main. Born a seventh child of a seventh child to a Shariq clan, Azaz - or Abu Sakran as he'd later be more commonly known - started life as the scion of the Idrisi dynasty, who presides upon a major keep and merchant town in Monchia. His great-great-great-grandfather came as a wealthy refugee ages ago, and they've since bred like rabbits. But Azaz is a wealthy little rabbit. His father was a renowned merchant, and he followed him on trading voyages to the colonies, shipping sugar, molasses, and spice from a young age. It's where he learned bookkeeping, finance, and of course writing lots and lots of notes. He developed a lean and durable physique, being a good swimmer. Set to inherit nothing, his father instead took advantage of their family's control of an important port, and Azaz followed in his footsteps. Or so at least, until his late teenage years.
The family patriarch, his grand-uncle, suddenly died and all his sons were trying to fight each other for power and inheritance. His father naturally did not take any interest in this, but Azaz's uncles took an interest in his father's wealth. One of them framed his father for theft and forgery, and imprisoned him - by the time Azaz, then on a trading voyage, learned of this news his father had died already of starvation in a dungeon. Azaz was powerless, except for his wits. The thieving uncle was surprised when Azaz denounced his father and offered himself to serve his uncle against the rest of the family. It was, of course, a front for him to steal money and plot his revenge. He falsified records while pampering his uncle with profits from successful voyages with his uncle's ships - bringing him gold and sexy slaves for his harem. Little did his uncle know that the buxom assassins worked for Azaz instead when they murdered him while having sex. Azaz, meanwhile, stole all the wealth he could get his hands on, brought them all to his uncle's fastest ship, and sailed with the crew to the Calarian Main far away.
Azaz, now settling in a colonial city, bought warehouses, paid his crew, and went to start a trading business. He bribed government officials from all three main colonial nations for trading licenses and began trading in everything profitable. Sugar was the most valuable commodity, so he ran a molasses moonshine business and supplied Doel mayors and nobles with cheap booze - that's where he got his moniker "Abu Sakran" - the "father of drunkness". He kept this name to prevent his identity, as someone who started massive troubles for the Idrisi dynasty, out of knowledge. But Azaz is nothing if not greedy - and he will never have enough taste for money. He organized trips to uncharted areas, lying to natives about his wealth and authority and taking everything valuable they could offer. He organized bank runs on small lenders, and sold fake maps to pirates. The peak of these antics - and Abu Sakran's downfall - was when he organized a raid with half a dozen pirate captains - informing them that a Calarian treasure fleet was setting sail. But he actually worked instead with the Calarian navy, and led them all to an ambush for a hefty sum. Abu Sakran spent the next months running from the vengeful crews of these captains, until they caught his ship one bad day, stole expensive goods he was holding, and burned it to wreck.
Some said Abu Sakran was humbled by this loss - but others thought he was too prideful to admit any defeat. But whatever the result is, as ship-less as he is, Abu Sakran remains a dangerous swindler with a lot of gold, and he's probably looking for the next opportunity to return to the high seas.
Backstory: Alberto was born third son to an enormously wealthy trading family in Calaria, one of the first to make the great voyages to the spice islands far afield. This reputation instilled a strong interest in shipbuilding and far-afield trading. But for a young Alberto, such luxury was merely a comfort rather than an interest at first. Being a third son, little was expected from him, and when he raised his own company of mercenaries, few objected to such an endeavor.
He was a strong man, and while more than a little arrogant, he was an adequate leader of men and master of coin even as a young man. Hiring more competent captains to understudy from, he was a decently fast learner, if not the best practitioner of war. Seeing battle on the sea as sell-sails and hired muscle hardened him, even taking his wife Julia from an Inburian noble house after his taking of a Haltian Vessel on their behalf.
His successful campaigning would come to an end just short of ten years from when he had started, reaching the age of 27 before the grave news of the passing of both of his brothers. Being recalled, Alberto was pressed into a role he was never meant to take; the heir to immense wealth and status. His father was similarly displeased with this arrangement, but strained himself to try and press his own machinations on his son. This unpleasantness would only be compounded with the death of his wife in childbirth. This combination of factors would make Alberto a much more unstable man.
Taking up command of his family’s operations in this new land, Alberto had an ambition for his own work: that his family would be able to transport more goods across the seas than any other power of the time, be it their rivals in Calaria or from other lands. In order to do this, Alberto began a shipbuilding race that would springboard his own personal prominence, building ever-larger carracks and galleons to traverse the treacherous seas.
By the time his father died, Alberto had a growing reputation as a master of ships and an audacious trader. Despite this, his projects had not yielded the domineering position he had hoped, with other parties being able to match the rate of his construction. As his ambitions grew, so did his appetites and dreams. It would be the construction of the Pride of the Main that would be the final word upon this race to glory, and one that would cut into his tremendous fortunes considerably.
Consumed by his own desires, he took command of the Pride and began operating it as his own personal trading ship, eschewing his operations to his nephew and younger brother back home. He has crossed the ocean on an ostentatious monument to his own hubris, and profited greatly in the face of increasing hostility from pirates. Presented with the opportunity to back a new enterprise in the new world, he would opt to become a financier and co-conspirator in this quest for profit.
Name of Ship: Pride of the Main Type of Ship: Treasure Ship Rigging: Eight Masts, Square Rigged Crew Compliment: ~3000, oscillating crew from mercenary services Cannon: 10 guns, the sheer size of the ship would allow for many, many more to be mounted, but this is not a vessel of war. Description: Formed from titanic timbers in the New World and laid with immaculate engineering and superior materials, the Pride of the Main is a testament to man's hubris as much as the skill of its builders. Maintaining length of just over 700 feet, with a beam of just under 100 feet. It has many decks, with heavy ballast to keep it balanced. The sixth deck has loading cranes to avoid the need to haul all goods up its great height.
The ship is laden with goods of every sort that it brings across the main, able to bring luxuries to the far frontiers of the world for top dollar and valuable goods. Many tradesmen hold practices aboard the ship, serving both its master as well as by commission.
Anyone wanting to join the crew of the Hamsat Al Marid, we offer a very competitive benefits package. Free weevils with every hard biscuit, plenty of rum, and new positions are opening all the time, so there's always opportunities for advancement.
Opportunities available at a fine drinking establishment near you!
Name: Cricket (Although technically, It's Katherine.) Race: Human (Monchian) Sex: Female Age: 13 Appearance: Pale, with short cut brown curls. 5'5 with hazel eyes. Skills: Pickpocketing, deception, forgeries, agility and lockpicking. Weaknesses: Hand to hand combat, art, driving any ship, medical work besides triage. Backstory: Formerly known as Katherine Bouchard, she was the happy daughter of a noble family up until she reached age nine. Then, her family decided she would be married off to help keep relations stable. Katherine was horrified. She ran away, and through many years of training became skilled in evading capture. Katherine is wanted in many places, as her family is relentless in tracking her down and dragging her back.