I'm Pollen, hope you're not allergic. I like writing a myriad of characters in all kinds of genres, so I'm pretty much down for anything roleplay-wise.
All right- maybe this weirdo was a little creepy, but he didn't seem to have any malignant intentions. Could be that this was just a meeting of happenstance, and he really was only a curious foreigner like he said. Jill still eyed the boy warily, but she lowered her gun, letting it hang lightly in one hand, pointed towards the ground.
"All right," she said slowly, "I barely understood half of what you just said, but from what I can tell you're either lyin' or you don't mean any harm. And I'm damn good at sniffing out liars." She sniffed at the air, as if she'd meant it literally, then nodded her head in satisfaction. "All right, I'm just gonna call you Orphy. And this here is-"
She jumped in surprise as another voice piped up, whipping her flintlock towards the source of the noise and then lowering it again with a sigh when the speaker turned out to be a harmless-looking... kid? Goat? Damn it, weren't there any normal people in this place?
"It's not magic," she snapped back, sounding a little like an irritated teacher, "it's Alchemistry." She looked back and forth between Orphy and the newcomer, having a hard time believing they couldn't recognize such a simple weapon. "Do they not teach you landlubbers this stuff in school?" Maybe they didn't, if they came from places where people sat around and ate leaves. Seemed the other worlds might be more different than Jill had thought.
It wasn't long before Jill caught wind of people moving around nearby, passing through the castle in their own strange ways. Most of them didn't come near- or at least, not near enough to be a threat -but she kept an eye out, partly out of curiosity and partly so she'd be ready if anyone tried to fuck with her.
Sure enough, someone soon drifted a little too close for comfort. Drifted in the literal sense, since the boy was apparently floating a foot or more clear of the ground. Jill blinked a few times at that. How did it work? Was he some kind of ghost, or just harnessing the wind in such a way as to keep himself aloft? No, it couldn't be: there wasn't much of a breeze about, and he'd be tossing and turning this way and that if he were using the air. Whatever made him float, it was like nothing Jill had ever seen. She frowned, all the more aware of just how little she knew about her situation.
Very slowly and calmly, taking care not to look directly at the newcomer, she set a flask down at the edge of the fountain. No need to be rash. Maybe the ghost-boy was just curious. Maybe he'd go away-
She heard something, a sharp pop, and burst into motion without even thinking. In a single motion she'd drawn her pistol and whipped around to face the floating boy, aiming the barrel directly at his head.
So much for passing unnoticed.
"You got business with me?" she growled, turning the flintlock to one side whilst keeping her aim level. "Out with it. Did someone send you?"
For someone meant to be supervising a massive throwdown between a bunch of psycho mages, Church Girl sure didn't look very tough. Aiyanna cocked her head to one side, sizing the Executor up, wondering what would happen if she attacked this Vatican chick here and now. She could blow the girl's head off, burn down the church, stick up a giant middle finger to all those smug-ass mage families and their stupid rules-
She stopped herself, biting her lip. Easy, girl. Being a little bloodthirsty was handy in a fight, but she couldn't let herself get too eager. Like it or not, she had to play along for now, or they'd all gang up on her before she had a chance to gain momentum.
Well, with Berserker on her side, fighting them all wasn't out of the question. She spared a sidealong glance at cute little Scylla, and smiled. Soooon...
"Aiyanna Price," she said after a moment of silence, "Master of Berserker. You need photo ID? Driver's license? I can give you my number, if you ask nicely." She raised one golden eyebrow, grinning lasciviously, then burst out laughing and turned on her heel, heading for the doors. "All right, we're done here. Come on, Berserker."
Her awareness exploded outwards, flooding through the church and hundreds of meters beyond and picking up warmth, heat, wherever it radiated out in the cool night. Living beings resolved themselves into vaguely glowing forms: herself, Scylla, Church Girl, and further out...
"By the way, we might be about to have company," she added without slowing down. "Sorry you don't get much time to rest, but I'll be counting on you."
Apparently not everyone had been around for the little chat in the throne room- or at least, one particular guest hadn't seen fit to show up where she was supposed to. It was a simple fact of life that pirates rarely did as they were told.
Instead, Jillian McAnn had somehow made her way to the palace garden, where she was happily tearing up flowers by the dozen and grinding them to paste with a mortar and pestle.
Honestly, how the flying fuck had they been dumb enough to leave a jackpot like this unguarded? There were all sorts of strange weeds here, including some Jill couldn't even name, and she'd been around the world at least twice in her lifetime. All that multiple-universes shit the Moogles had tried to explain to her didn't make much sense, but if it meant there were bounties like this lying about, she wasn't about to complain. Exotic plants were valuable where she was from: many produced compounds you couldn't get through any other means, and that made them valuable Alchemical components.
Having mashed a pile of purple blossoms to pieces, she dug a hand in one pocket and retrieved a small vial, uncorking it and sprinkling just the barest hint of red dust out onto the ruined flowers. Almost immediately, they caught fire, sending up streams of dark smoke that Jill quickly inhaled.
Smelled sweet. Ionone? She could work with ionone...
For the moment, however, she moved on, pulling up more flowers and destroying them in a similar manner. Before long, she was mixing them too, dissolving them in solvents then filtering each solution for different compounds. This place was her laboratory, now, and she'd doubtless be able to cook up some handy brews before the time came to fuck up the Heartless. Let the talky people do their talking, she'd be making weapons.
The rickety car tore along a cracked and bumpy road, rumbling and rattling as it sped through a half-dozen red lights and two empty intersections, slowing only as it slid past a lonely cop car waiting by the side of the road. Soon as it was out of sight, Aiyanna started picking up speed again, rolling down the windows to let the cool night air rush over her skin.
"A girl can live her whole life here and have nothing actually happen, you know? Like being stuck in a fucking snowglobe, 'cept without the snow."
The church loomed up ahead, a pointy shadow stretching up against the stars. Aiyanna rushed on towards it, showing no signs of slowing down- until at the very last moment she slammed the brakes and brought her run-down ride to a screeching halt, not a few feet from the church's front doors.
"Way I see it, we're doing this place a favor." She twisted her keys, pulled them out, threw open a door and hopped out, pulling a heavy black duffel bag with her. Wouldn't make sense to leave her gear unattended. "For once, this town is gonna mean something. Whether it knows it or not, Redrock is going down in history from this night onwards." She glanced at the empty air beside her, cracking a smile. "And who knows? With a bit of luck, maybe we will too."
She strode up to the church doors, pausing, drawing in a breath. Rambling helped when she was nervous, let her get her thoughts in order. Hopefully Berserker wouldn't mind, though it was honestly hard to tell with that girl. Things'd be easier once the war got underway. Once she knew which targets to go after, who she needed to burn. They could have a jolly old time smashing things up together and trying not to die. For now, though? Formalities. Ugh.
Kicking open the door, she walked her way on in, raising a hand in greeting to the blue-haired figure within.
"Church person! We're here to sign up for the murder party."
The boy had at least some fight in him- even though Tekla caught him off guard with her ability, he still kept his focus and threw out a quick counterattack with his left. Splendid!
It was a simple move, but an effective one: Tekla’s forward momentum made it impossible for her to move back in time, her left arm was already committed to an attack, and if she defended with her right, she risked letting his sword arm loose. Worse, her weapon-conjuring ability couldn’t be used for a few seconds after each summoning, and she’d spent it to make her armor and get in close. Simple attack or no, she had few options to work with.
However, Tekla wasn’t going to be stopped by one little palm thrust.
As the boy’s arm lashed out, she ducked her head in response, tucking her chin tight. She couldn’t avoid the strike entirely- Tekla wasn’t that fast -but she could keep it from hitting where he wanted.
A hard smack resounded from the impact. Rather than crushing the soft cartilage of her nose, the boy's palm slammed against her hard forehead, knocking her head back. It was still a painful blow, one that jarred her brain and made her vision swim, but her skull bore the brunt of it, and she’d been ready. Her thoughts were dazed, dizzy, she grunted in pain- but she had him.
She had him.
The boy could hit harder than one would have thought for his size, but she still held his right wrist tight, and her left hand now smashed into his throat, and the momentum of Tekla’s bulrush carried them on, her sheer weight and speed pushing him off his feet and towards the ground.
At the same time, her fingers closed around his neck.
The blow to the throat wouldn’t hit quite so hard as Alexander expected, especially given his opponent’s size. Tekla hadn’t simply been seeking to hurt him, however. Rather than hit with a closed fist or jabbing fingers, the blow landed as an open hand, delivering a relatively light impact- until Tekla gripped hard, wrapping her long fingers around the side and back of his neck to keep hold whilst her thumb pressed in, crushing his windpipe and cutting off his breath. With her weight, momentum, and a solid hold on him, she’d slam him painfully to the ground, strangling him with her left hand, her left arm now fully extended.
This last was important. Not only had her attack given her the hold she could use to choke and likely pin him down, it also let her keep him at a set distance. She was taller than him, her reach longer. Her face might have been open, but with her now holding her opponent at arm’s length by the neck, he effectively wouldn’t be able to reach her head with any follow-up strikes. He might be able to get a body shot in, but she still had armor there. In short: his left arm couldn’t reach her, his right arm was still caught, and he was very likely pinned and unable to breathe.
Tekla glared down at him, teeth bared in a ferocious expression, leaving no doubt at all that she would strangle him until he lost consciousness if need be.
Her skin's bleached pale on account of her imbibing mountains of exotic chemicals and combat drugs over the course of her short but illustrious career. Has a surprisingly high-pitched and childlike voice.
Bio:
So Capn' McAnn, y'see, was this great big famous pirate lassie who shot round the world lootin' ships and robbing treasuries and such. Filthy rich, famous as any of the greats, 'cept she was one of the only ones what didn't have a proper beard. Anyways, one day she pulls into port and shacks up with some pretty boy for the night, then sails back off to sea, and all's fine and dandy 'till her belly starts growin' and all of a sudden she's got a squalin' babby on her hands.
'Course a great big pirate like her ain't just gonna drop everything to be a mammy, so 'stead she drops the babby off with her mentor, peg-legged Ratbeard the Fourth, tells him he better raise her lassy right or else she'll come back an' drag him to hell herself. Seein' as that's hardly an order a man can refuse, Ratbeard just nodded his head, took the babby in his arms, an' vowed there and then he'd make her the greatest pirate what ever sailed the Nine Oceans.
Big talk for an old man, but you can bet your bollocks Ratbeard worked hard to follow up on his word. From the moment she could walk, he was teachin' wee Jillian the ways of the sword and sail, how to cut a man open whilst swaying on a stormy deck, how to tie twenty kinds of know with her fingers still drippin' with innards, how to ride the winds of a hurricane and shoot so straight she could blow yer parrot out the air from haffa league away! Last an' most importantly, he showed her the scientifical intricacies of Nautical Alchemistry. By the time she was waist high, Jill was already a better pirate than half the sailors out on the oceans.
Now Jilly had heard about her ol' mother Captn' McAnn, and she was right furious at being just dropped off on land like that. Soon as she was twelve turns old, she snuck off from Ratbeard and stowed away on a ship, hopped off at a port of ill repute and joined the first crew she could find that was dumb enough to have her (they were stone drunk y'see, and she told 'em she was just short).
'Most soon as she was out on the ocean, Jill started makin' a name for herself. Right terrifying tyke she was, I'll tell you that- her bein' small and all didn't hold her back, only meant she could stab ye in the crotch soon as yeh got close! Her Capn' was rollin' in loot soon enough, and right happy to have her on his boat, though Jill was already lookin' to stage a mutiny and take the ship for 'erself!
Fate's a funny thing, though, and before she got the chance the crew ran into bad luck, in the form of James T. Finnegan Hookjaw, bane of the waves, greatest rival of her mother Capn' McAnn. His fleet caught their ship with its britches down on open water, and in the blink of an eye his men were boarding, storming Jill's ship and cuttin' down anyone who stood in their way.
Most of 'em fell like the weak scum they were, but just when Hookjaw's crew thought they'd won, the whole damn deck burst into flame! Jill had dropped a cask of Aegan Fire on 'em, and as soon as she'd done it she was swingin' off on a boarding line, landin' on the deck of Hookjaw's very own ship and drawing two straight blades.
One lass weren't enough to take on one of the best pirate crews on the seas, though, and before long she was knocked down and trussed up, an' carried before the Capn' himself so he could decide on her fate.
Now Hookjaw, see, he was right impressed by her fightin' spirit, so he decided to make Jilly a special offer. If she could beat one of his best men in single combat, hand-to-hand, then he'd have her on his crew. I'll bet ye can guess what happened next, eh? Jill chose the toughest-lookin' fucker on the ship, jabbed him in the eyes and kneed him in the bollocks, then decked him across the jaw and earned herself a place alongside one o' the fiercest captains that ever sailed the waves.
Since then she's been raidin' and lootin' on Hookjaw's crew, and tales of her name have spread far an' wide. She fights with sword and gun and nasty Alchemistry, along with a right strange blade she looted from the depths of the ocean itself- the Crimping Cutlass, green as emerald and fierce as the sharks. Two times she's clashed with her own mother's crew, and she swears the third time she'll catch the old crone herself an' make her beg for forgiveness. But the seas are wild and cruel, and the Gods only know where fate might carry Jilly next...
Age: Nineteen turns 'round the sun, more or less.
Skills:
Jill's a sailor and a pirate, though and through. She can handle sails, rope, and rudder with expert-level proficiency, navigate both sea and land, swim at near-Olympic levels in calm or choppy water, prepare food from the measliest of scraps, and hawk goods so well it's almost daylight robbery. She's no slouch when it comes to close combat either, wielding short swords with great dexterity and maneuvering fast and easily through chaotic situations and unstable or slippery terrain. A trained markswoman, she's as good with a gun as she is with a blade. Most dangerous of all, she knows how to fight dirty- she's more than willing to use schemes, traps, and distractions to get her way.
On top of this skillset, she's also well-versed in the ways of Nautical Alchemistry, an advanced variant of common chemistry. Using certain exotic compounds (some of which are only found in her world), she can concoct several brews of nigh-supernatural potency, most of which she carries on her person at all times. She's usually equipped with enough materials to quickly make 2-3 small vials of each of the following, though she can make more if she has enough time and the right resources.
- Blood Powder: A thick red powder. Volatile and extremely explosive. A single vial of this is as powerful as a modern grenade, and even a tiny spark will set it off. Handle with care.
- Set's Delight: A thin white powder that spreads easily in air. If this stuff makes contact with skin it itches like crazy, and can cause temporary blindness and intense pain if it gets into someone's eyes or nose.
- Aegan Fire: A slick, oily yellow liquid. When ignited, it produces a green flame that burns hotter than ordinary fire and can keep burning on any surface the liquid makes contact with, including water. Once the fire is started, it's an absolute bitch to put out through ordinary means, though Jill also has a concoction to quench it.
- Scumeater: An incredibly potent poison. A dark liquid, harmless to touch but utterly deadly if it gets into the body (via a wound or by being imbibed). If it does, expect extensive tissue necrosis around the point of contact within seconds, followed shortly by muscular spasms, vomiting, and death. Jill has built up an immunity to this (and many other poisons) over time using minuscule and highly diluted doses, though even she experiences some of the lesser symptoms if dosed.
- Combat Drugs (Felis and Taurus): Dark green liquids that taste like salt water. Upon being imbibed, these flood the drinker's bloodstream and temporarily alter internal biochemistry and physiology, improving various abilities. Felis triples the drinker's speed and reflexes for five minutes, Taurus triples strength and dulls all pain for the same duration. Using these potions burns through calories at an incredible rate, however, leaving the user exhausted and hungry once the duration ends. Multiple doses can be taken at once, but this increases the risk: taking two doses at once causes muscle tears and vomiting once the duration expires, three doses makes the drinker go berserk and madly attack anything around them while the drugs are active, and four or more doses cause internal hemorrhaging and potentially death.
Last but not least, Jill carries some more conventional equipment. She's almost always equipped with one or more swords, a compass, a small bottle of fresh water, a long rope and small grappling hook, and her trusty pistol. This last weapon relies on blood powder instead of gunpowder, and fires large, heavy bullets with similar power and range to a modern military sniper rifle. However, it has heavy recoil, and must be reloaded after each shot.
Her Keyblade is the Crimping Cutlass:
Personality:
In a word: driven. Jill is foul-mouthed, foul-tempered, and will stop at nothing to get her way. Her main goal is to become more feared and famous than her mother, and also to capture said mother herself and make her beg for mercy. If you say she has an inferiority complex she will beat your fucking face in, so don't mention it.
Aside from that, she does have a genuine love for adventure, and enjoys trading tall tales of past exploits with those who have the daring deeds to share. Her view of piracy is as an act of rebellion, not of malice, and she generally tries to avoid harming innocents so long as they don't get between her and the loot. That said, she's also well aware of the realities of her chosen path, and reserves only cold ruthlessness for those who dare cross her. She holds a mean grudge, and once you get on her bad side it's very hard to earn forgiveness.
That said, she's not without a more pleasant side. She's fiercely loyal to those who fight alongside her and earn her respect- she'll stab you in the back if she thinks you're a coward, but show her you mean business and she'll stand by your side against all odds. Though she's harsh and often offensive, she can take an insult with a laugh if it's from someone she knows has the guts to back it up. Though she's outwardly hard and fierce, she's often playful and even childish around those she truly trusts.
Her education is very specific- she knows her chemistry, seamanship, and meteorology, but outside of that knows only what she catches through common interactions and rumors. She's aware the Earth is round, but can't name the rest of the planets in the solar system, and her knowledge of history is mostly restricted to the great pirate captains of the past. Her manners and social courtesy are almost nonexistent, and while she does try to keep herself clean, she's also brutally blunt in conversation, eats with her hands, and has no respect for privacy. No law or code shall bind her, she follows her own will.
World Sheet
Name: Masikah Summary of History:
Around four-to-five thousand years ago, a small tectonic shift cause massive underground water reservoirs to open up, raising the sea level and flooding much of the world's land mass. As the sea rose, low-lying civilizations were drowned or scattered, whilst the climate warmed and the ice at the poles began to melt, adding even more water to the ever-climbing ocean. When at last it stopped, the world was forever changed- continents broken apart into massive islands, deserts turned to tropical paradises, and a massive blue ocean lying open, waiting to be conquered.
The great seas of this world are harsh, wracked by massive hurricanes and planetary waves that dwarf anything seen on conventional Earths. Sea creatures grew larger and more aggressive threatening any human who dared set out into the wide blue wilderness. Still, as civilizations recovered, it was those with ships who seized power.
The remnants of Egypt were the first. Having fled their flooded homeland, they moved south into the newly blooming expanses of East Africa and founded an empire there, building towns and cities and monuments, mastering the riverboat and discovering the use of sails. After subjugating the smaller tribes and nations of their own continent, the Pharaohs began to send scouts across the seas, poking at the edges of Asia and the remnants of Europe.
Other civilizations, meanwhile, had not been idle. In China and the island that remained of India, other civilizations had put down roots and begun to spread. The islands of Europe slowly grew into a wide array of warring clans and cultures, quickly developing vessels to fight among themselves. Through all this, the Americas remained almost entirely empty, with the melting of the ice up north preventing early humans from easily accessing those lands.
Egypt first made forays into the European Islands, but was driven back in spite of its superior might and vessels- the European clans were well used to naval warfare after fighting each other for generations on the seas, and were quick to unite against a larger outside threat. By the time Egypt began to adapt, it was too late- the main clans had been united beneath a single leader, who held strong against the assault. Eventually the two sides came to a ceasefire, and trade between them flourished.
India, meanwhile, proved an easier conquest- with a smaller and more peaceful population, it was soon subjugated by the Pharaohs' forces. From there the Egyptian ships sailed on to China, finally encountering another empire of comparable size to their own- but by then internal conflicts had distracted both sides, and so no war between them occurred. Trade routes were established, and both cultures flourished from the exchange.
The newly-formed empire in the European Islands began to expand, conquering parts of North Africa and western Asia. Egypt split into three kingdoms, two in Africa and one in India. A new dynasty took power in China and began to expand, reaching southeast into the islands and westward across the continent until it met and skirmished with the European clans. The clans themselves were beginning to splinter once again, with those who had moved east into Asia forming their own empire whist the rest splintered and fought amongst themselves. Across the world, trade across the oceans thrived- with few land routes available, people turned to ships, which were rapidly becoming faster, more durable, and more widely produced.
It was around this time that a new form of warfare reared its head: piracy.
With the trade boom in full throttle, it spread like a virus. The clans on the European Islands were its main proponents, raiding the ships and ports of the larger empires to sustain themselves, and carving out the first legends of brutal and daring captains. Everywhere else soon followed suit, however, and soon the seas were a battleground, armed convoys competing with pirate fleets competing with powerful navies over the bulk of the planet.
As ships grew faster and better it was only a matter of time before someone discovered the Americas. As soon as word got out, the major empires raced to claim the prizes of the new continents, triggering large-scale wars, civil wars, and generally a great deal of chaos that the pirates profited the hell out of. Many even began to hire themselves out to kingdoms as mercenary fleets, becoming semi-official military forces. By the time the rush for the Americas settled down, the world was further divided, and pirates ruled the seas. Having earned bounties, funding, and equipment from the warring nations, they had become too fearsome and powerful for any navy to stop, banding together and fighting back in huge fleets whenever a Pharaoh or Emperor tried to move against them.
With many of the Earth's natural resources locked away beneath the sea, and huge biodiversity springing up beneath the waves, science evolved with a focus on chemistry, biology, and meteorology. Instead of an industrial revolution, there was an alchemical one, as bright minds took advantage of unique compounds produced by gradually evolving marine life to create new and powerful substances. Explosives and Blood-Powder weapons were already commonplace by the race for the Americas, and afterwards a huge variety of poisons, medicines, propellants, and body-altering drugs began to spring up. The pirates and the land-bound nations took equal part in this, with councils of alchemists competing with crackpot ship-druids to create the newest advancements.
Overall, the world remains in constant flux. Land-bound nations compete with pirate clans for control of the seas, Alchemistry continues to advance in new and surprising directions, and a growing alarm surrounds the appearance of monsters known as Heartless across land and sea, with countries once again recruiting pirates as military forces to combat this new threat.
Important Nations (Great Powers, etc.): - The Egyptian Kingdoms: Seven nations now take up the bulk of Africa, a mostly peaceful union with subtle internal competition. Two major religions dominate here, one with a pantheon of ancient goes and the other with a single solar deity. Internationally, they tend to operate as a tightly-knit group of allies, whose combined power makes them a force to be reckoned with. - Gamat: A kingdom on the islands of India, with heavy ties to Egyptian culture. On friendly terms with the nations in Africa, but not part of their alliance. Though weak militarily, it's a very wealthy nation on account of burgeoning trade, and is considered a center of culture, art, and scientific advancement, and is very populous for its small size. - Chinese Empire: Arguably the world's greatest single power, takes up most of eastern Asia and many nearby islands. The Emperor is mostly a figurehead, with a large council doing most of the actual ruling. A powerful nation with a sizeable population and a strong navy, it nevertheless suffers from internal divisions and occasional open rebellion. - Deshkold: As with most worlds, the great powers found it difficult to hold onto faraway colonies for long, and the American continents claimed independence. In this case, North America joined into a single nation, united by an esoteric new religion with a heavy focus on ritual. A largely peaceful nation, it is nevertheless populous and quite powerful. Known by the Chinese and Egyptians and the 'Sleeping Dragon,' harmless for now, but potentially a huge threat to the current political equilibrium should it ever stir... - European, South American, and Oceanic Isles: Dozens of small independent nations, generally not wealthy or powerful. Because of this, they rely on pirates for protection, and their ports act as bases and stopping points for the pirate crews and clans. - Pirate Crews and Clans: Last but not least, the predators of the sea. Though divided between a large number of factions, the pirates are nevertheless a major political force in this world, preying on some nations whilst allying themselves with others. Usually split by grudges and infighting, they still follow a single code, which demands that they unite against any nation that threatens their existence as a whole. For this reason, the major powers are careful not to build or deploy their navies too aggressively, and most of the planet's major wars are actually fought between the ever-shifting alliances of the largest pirate clans.
Overall Technology Level: Lower than most Earths, due to decreased population and major setback early in the development of civilization. Very little industry or electricity, but their meteorology is exceptional, and their chemistry and medicine rivals and in some cases exceeds that of high-tech worlds. Both land and sea vehicles rely on sails to capture powerful winds, and alchemical propellants to provide bursts of acceleration. Large-scale releases of synthesized gas are used by the greatest fleets to control the weather, generating the exact winds they need or summoning devastating storms over their enemies. Whilst metal is used for some vessels, most newer ones rely on a new form of alchemically treated wood, light enough to float and harder than steel.
Her skin's bleached pale on account of her imbibing mountains of exotic chemicals and combat drugs over the course of her short but illustrious career. Has a surprisingly high-pitched and childlike voice.
Bio:
So Capn' McAnn, y'see, was this great big famous pirate lassie who shot round the world lootin' ships and robbing treasuries and such. Filthy rich, famous as any of the greats, 'cept she was one of the only ones what didn't have a proper beard. Anyways, one day she pulls into port and shacks up with some pretty boy for the night, then sails back off to sea, and all's fine and dandy 'till her belly starts growin' and all of a sudden she's got a squalin' babby on her hands.
'Course a great big pirate like her ain't just gonna drop everything to be a mammy, so 'stead she drops the babby off with her mentor, peg-legged Ratbeard the Fourth, tells him he better raise her lassy right or else she'll come back an' drag him to hell herself. Seein' as that's hardly an order a man can refuse, Ratbeard just nodded his head, took the babby in his arms, an' vowed there and then he'd make her the greatest pirate what ever sailed the Nine Oceans.
Big talk for an old man, but you can bet your bollocks Ratbeard worked hard to follow up on his word. From the moment she could walk, he was teachin' wee Jillian the ways of the sword and sail, how to cut a man open whilst swaying on a stormy deck, how to tie twenty kinds of know with her fingers still drippin' with innards, how to ride the winds of a hurricane and shoot so straight she could blow yer parrot out the air from haffa league away! Last an' most importantly, he showed her the scientifical intricacies of Nautical Alchemistry. By the time she was waist high, Jill was already a better pirate than half the sailors out on the oceans.
Now Jilly had heard about her ol' mother Captn' McAnn, and she was right furious at being just dropped off on land like that. Soon as she was twelve turns old, she snuck off from Ratbeard and stowed away on a ship, hopped off at a port of ill repute and joined the first crew she could find that was dumb enough to have her (they were stone drunk y'see, and she told 'em she was just short).
'Most soon as she was out on the ocean, Jill started makin' a name for herself. Right terrifying tyke she was, I'll tell you that- her bein' small and all didn't hold her back, only meant she could stab ye in the crotch soon as yeh got close! Her Capn' was rollin' in loot soon enough, and right happy to have her on his boat, though Jill was already lookin' to stage a mutiny and take the ship for 'erself!
Fate's a funny thing, though, and before she got the chance the crew ran into bad luck, in the form of James T. Finnegan Hookjaw, bane of the waves, greatest rival of her mother Capn' McAnn. His fleet caught their ship with its britches down on open water, and in the blink of an eye his men were boarding, storming Jill's ship and cuttin' down anyone who stood in their way.
Most of 'em fell like the weak scum they were, but just when Hookjaw's crew thought they'd won, the whole damn deck burst into flame! Jill had dropped a cask of Aegan Fire on 'em, and as soon as she'd done it she was swingin' off on a boarding line, landin' on the deck of Hookjaw's very own ship and drawing two straight blades.
One lass weren't enough to take on one of the best pirate crews on the seas, though, and before long she was knocked down and trussed up, an' carried before the Capn' himself so he could decide on her fate.
Now Hookjaw, see, he was right impressed by her fightin' spirit, so he decided to make Jilly a special offer. If she could beat one of his best men in single combat, hand-to-hand, then he'd have her on his crew. I'll bet ye can guess what happened next, eh? Jill chose the toughest-lookin' fucker on the ship, jabbed him in the eyes and kneed him in the bollocks, then decked him across the jaw and earned herself a place alongside one o' the fiercest captains that ever sailed the waves.
Since then she's been raidin' and lootin' on Hookjaw's crew, and tales of her name have spread far an' wide. Two times she's clashed with her own mother's crew, and she swears the third time she'll catch the old crone herself an' make her beg for forgiveness. But the seas are wild and cruel, and the Gods only know where fate might carry Jilly next...
Age: Nineteen turns 'round the sun, more or less.
Skills:
Jill's a sailor and a pirate, though and through. She can handle sails, rope, and rudder with expert-level proficiency, navigate both sea and land, swim at near-Olympic levels in calm or choppy water, prepare food from the measliest of scraps, and hawk goods so well it's almost daylight robbery. She's no slouch when it comes to close combat either, wielding short swords with great dexterity and maneuvering fast and easily through chaotic situations and unstable or slippery terrain. A trained markswoman, she's as good with a gun as she is with a blade. Most dangerous of all, she knows how to fight dirty- she's more than willing to use schemes, traps, and distractions to get her way.
On top of this skillset, she's also well-versed in the ways of Nautical Alchemistry, an advanced variant of common chemistry. Using certain exotic compounds (some of which are only found in her world), she can concoct several brews of nigh-supernatural potency, most of which she carries on her person at all times. She's usually equipped with enough materials to quickly make 2-3 small vials of each of the following, though she can make more if she has enough time and the right resources.
- Blood Powder: A thick red powder. Volatile and extremely explosive. A single vial of this is as powerful as a modern grenade, and even a tiny spark will set it off. Handle with care.
- Set's Delight: A thin white powder that spreads easily in air. If this stuff makes contact with skin it itches like crazy, and can cause temporary blindness and intense pain if it gets into someone's eyes or nose.
- Aegan Fire: A slick, oily yellow liquid. When ignited, it produces a green flame that burns hotter than ordinary fire and can keep burning on any surface the liquid makes contact with, including water. Once the fire is started, it's an absolute bitch to put out through ordinary means, though Jill also has a concoction to quench it.
- Scumeater: An incredibly potent poison. A dark liquid, harmless to touch but utterly deadly if it gets into the body (via a wound or by being imbibed). If it does, expect extensive tissue necrosis around the point of contact within seconds, followed shortly by muscular spasms, vomiting, and death. Jill has built up an immunity to this (and many other poisons) over time using minuscule and highly diluted doses, though even she experiences some of the lesser symptoms if dosed.
- Combat Drugs (Felis and Taurus): Dark green liquids that taste like salt water. Upon being imbibed, these flood the drinker's bloodstream and temporarily alter internal biochemistry and physiology, improving various abilities. Felis triples the drinker's speed and reflexes for five minutes, Taurus triples strength and dulls all pain for the same duration. Using these potions burns through calories at an incredible rate, however, leaving the user exhausted and hungry once the duration ends. Multiple doses can be taken at once, but this increases the risk: taking two doses at once causes muscle tears and vomiting once the duration expires, three doses makes the drinker go berserk and madly attack anything around them while the drugs are active, and four or more doses cause internal hemorrhaging and potentially death.
Last but not least, Jill carries some more conventional equipment. She's almost always equipped with one or more swords, a compass, a small bottle of fresh water, a long rope and small grappling hook, and her trusty pistol. This last weapon relies on blood powder instead of gunpowder, and fires large, heavy bullets with similar power and range to a modern military sniper rifle. However, it has heavy recoil, and must be reloaded after each shot.
Personality:
In a word: driven. Jill is foul-mouthed, foul-tempered, and will stop at nothing to get her way. Her main goal is to become more feared and famous than her mother, and also to capture said mother herself and make her beg for mercy. If you say she has an inferiority complex she will beat your fucking face in, so don't mention it.
Aside from that, she does have a genuine love for adventure, and enjoys trading tall tales of past exploits with those who have the daring deeds to share. Her view of piracy is as an act of rebellion, not of malice, and she generally tries to avoid harming innocents so long as they don't get between her and the loot. That said, she's also well aware of the realities of her chosen path, and reserves only cold ruthlessness for those who dare cross her. She holds a mean grudge, and once you get on her bad side it's very hard to earn forgiveness.
That said, she's not without a more pleasant side. She's fiercely loyal to those who fight alongside her and earn her respect- she'll stab you in the back if she thinks you're a coward, but show her you mean business and she'll stand by your side against all odds. Though she's harsh and often offensive, she can take an insult with a laugh if it's from someone she knows has the guts to back it up. Though she's outwardly hard and fierce, she's often playful and even childish around those she truly trusts.
Her education is very specific- she knows her chemistry, seamanship, and meteorology, but outside of that knows only what she catches through common interactions and rumors. She's aware the Earth is round, but can't name the rest of the planets in the solar system, and her knowledge of history is mostly restricted to the great pirate captains of the past. Her manners and social courtesy are almost nonexistent, and while she does try to keep herself clean, she's also brutally blunt in conversation, eats with her hands, and has no respect for privacy. No law or code shall bind her, she follows her own will.
World Sheet
Name: Masikah Summary of History:
Around four-to-five thousand years ago, a small tectonic shift cause massive underground water reservoirs to open up, raising the sea level and flooding much of the world's land mass. As the sea rose, low-lying civilizations were drowned or scattered, whilst the climate warmed and the ice at the poles began to melt, adding even more water to the ever-climbing ocean. When at last it stopped, the world was forever changed- continents broken apart into massive islands, deserts turned to tropical paradises, and a massive blue ocean lying open, waiting to be conquered.
The great seas of this world are harsh, wracked by massive hurricanes and planetary waves that dwarf anything seen on conventional Earths. Sea creatures grew larger and more aggressive threatening any human who dared set out into the wide blue wilderness. Still, as civilizations recovered, it was those with ships who seized power.
The remnants of Egypt were the first. Having fled their flooded homeland, they moved south into the newly blooming expanses of East Africa and founded an empire there, building towns and cities and monuments, mastering the riverboat and discovering the use of sails. After subjugating the smaller tribes and nations of their own continent, the Pharaohs began to send scouts across the seas, poking at the edges of Asia and the remnants of Europe.
Other civilizations, meanwhile, had not been idle. In China and the island that remained of India, other civilizations had put down roots and begun to spread. The islands of Europe slowly grew into a wide array of warring clans and cultures, quickly developing vessels to fight among themselves. Through all this, the Americas remained almost entirely empty, with the melting of the ice up north preventing early humans from easily accessing those lands.
Egypt first made forays into the European Islands, but was driven back in spite of its superior might and vessels- the European clans were well used to naval warfare after fighting each other for generations on the seas, and were quick to unite against a larger outside threat. By the time Egypt began to adapt, it was too late- the main clans had been united beneath a single leader, who held strong against the assault. Eventually the two sides came to a ceasefire, and trade between them flourished.
India, meanwhile, proved an easier conquest- with a smaller and more peaceful population, it was soon subjugated by the Pharaohs' forces. From there the Egyptian ships sailed on to China, finally encountering another empire of comparable size to their own- but by then internal conflicts had distracted both sides, and so no war between them occurred. Trade routes were established, and both cultures flourished from the exchange.
The newly-formed empire in the European Islands began to expand, conquering parts of North Africa and western Asia. Egypt split into three kingdoms, two in Africa and one in India. A new dynasty took power in China and began to expand, reaching southeast into the islands and westward across the continent until it met and skirmished with the European clans. The clans themselves were beginning to splinter once again, with those who had moved east into Asia forming their own empire whist the rest splintered and fought amongst themselves. Across the world, trade across the oceans thrived- with few land routes available, people turned to ships, which were rapidly becoming faster, more durable, and more widely produced.
It was around this time that a new form of warfare reared its head: piracy.
With the trade boom in full throttle, it spread like a virus. The clans on the European Islands were its main proponents, raiding the ships and ports of the larger empires to sustain themselves, and carving out the first legends of brutal and daring captains. Everywhere else soon followed suit, however, and soon the seas were a battleground, armed convoys competing with pirate fleets competing with powerful navies over the bulk of the planet.
As ships grew faster and better it was only a matter of time before someone discovered the Americas. As soon as word got out, the major empires raced to claim the prizes of the new continents, triggering large-scale wars, civil wars, and generally a great deal of chaos that the pirates profited the hell out of. Many even began to hire themselves out to kingdoms as mercenary fleets, becoming semi-official military forces. By the time the rush for the Americas settled down, the world was further divided, and pirates ruled the seas. Having earned bounties, funding, and equipment from the warring nations, they had become too fearsome and powerful for any navy to stop, banding together and fighting back in huge fleets whenever a Pharaoh or Emperor tried to move against them.
With many of the Earth's natural resources locked away beneath the sea, and huge biodiversity springing up beneath the waves, science evolved with a focus on chemistry, biology, and meteorology. Instead of an industrial revolution, there was an alchemical one, as bright minds took advantage of unique compounds produced by gradually evolving marine life to create new and powerful substances. Explosives and Blood-Powder weapons were already commonplace by the race for the Americas, and afterwards a huge variety of poisons, medicines, propellants, and body-altering drugs began to spring up. The pirates and the land-bound nations took equal part in this, with councils of alchemists competing with crackpot ship-druids to create the newest advancements.
Overall, the world remains in constant flux. Land-bound nations compete with pirate clans for control of the seas, Alchemistry continues to advance in new and surprising directions, and a growing alarm surrounds the appearance of monsters known as Heartless across land and sea, with countries once again recruiting pirates as military forces to combat this new threat.
Important Nations (Great Powers, etc.): - The Egyptian Kingdoms: Seven nations now take up the bulk of Africa, a mostly peaceful union with subtle internal competition. Two major religions dominate here, one with a pantheon of ancient goes and the other with a single solar deity. Internationally, they tend to operate as a tightly-knit group of allies, whose combined power makes them a force to be reckoned with. - Gamat: A kingdom on the islands of India, with heavy ties to Egyptian culture. On friendly terms with the nations in Africa, but not part of their alliance. Though weak militarily, it's a very wealthy nation on account of burgeoning trade, and is considered a center of culture, art, and scientific advancement, and is very populous for its small size. - Chinese Empire: Arguably the world's greatest single power, takes up most of eastern Asia and many nearby islands. The Emperor is mostly a figurehead, with a large council doing most of the actual ruling. A powerful nation with a sizeable population and a strong navy, it nevertheless suffers from internal divisions and occasional open rebellion. - Deshkold: As with most worlds, the great powers found it difficult to hold onto faraway colonies for long, and the American continents claimed independence. In this case, North America joined into a single nation, united by an esoteric new religion with a heavy focus on ritual. A largely peaceful nation, it is nevertheless populous and quite powerful. Known by the Chinese and Egyptians and the 'Sleeping Dragon,' harmless for now, but potentially a huge threat to the current political equilibrium should it ever stir... - European, South American, and Oceanic Isles: Dozens of small independent nations, generally not wealthy or powerful. Because of this, they rely on pirates for protection, and their ports act as bases and stopping points for the pirate crews and clans. - Pirate Crews and Clans: Last but not least, the predators of the sea. Though divided between a large number of factions, the pirates are nevertheless a major political force in this world, preying on some nations whilst allying themselves with others. Usually split by grudges and infighting, they still follow a single code, which demands that they unite against any nation that threatens their existence as a whole. For this reason, the major powers are careful not to build or deploy their navies too aggressively, and most of the planet's major wars are actually fought between the ever-shifting alliances of the largest pirate clans.
Overall Technology Level: Lower than most Earths, due to decreased population and major setback early in the development of civilization. Very little industry or electricity, but their meteorology is exceptional, and their chemistry and medicine rivals and in some cases exceeds that of high-tech worlds. Both land and sea vehicles rely on sails to capture powerful winds, and alchemical propellants to provide bursts of acceleration. Large-scale releases of synthesized gas are used by the greatest fleets to control the weather, generating the exact winds they need or summoning devastating storms over their enemies. Whilst metal is used for some vessels, most newer ones rely on a new form of alchemically treated wood, light enough to float and harder than steel.
A sweet image of innocence Her presence here so dissonant Amidst the shadows and the grime. Run, small one, while there’s still time! Sneak away, find somewhere safe A hidey-hole for a thin waif Somewhere the demon will not seek, Some lonesome refuge for the meek.
But nay, she strays not from her path She cries to tempt the madman’s wrath And all that’s left to do is pray That He does not come thisaway Alas, the girl is not alone, Her presence here is now beknown.
Quiet eyes observe her gentle walk, Quiet feet behind her slowly stalk, And from the vilest, blackest depths of shade A shadow strikes, a great and dark curved blade!
Edge turned aside, the flat swings down Towards the little wanderer’s crown Seeking not her life to reap But to knock her into dazed sleep So that the Red Pierrot may snatch Her up, to later on dispatch…
Hello!
I'm Pollen, hope you're not allergic. I like writing a myriad of characters in all kinds of genres, so I'm pretty much down for anything roleplay-wise.
Come talk with me if you want! I'm friendly.
<div style="white-space:pre-wrap;">Hello!<br><br>I'm Pollen, hope you're not allergic. I like writing a myriad of characters in all kinds of genres, so I'm pretty much down for anything roleplay-wise.<br><br>Come talk with me if you want! I'm friendly.</div>