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    1. LadyTabris 8 yrs ago
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I'm going to upload a map shortly, then look over LordofthePies' edits. (Which at a glance look much better!)

I am thinking about putting up a sort of "fillable ship roles" list. Like quartermaster, navigator, sailors, etc. I will probably put one up in the characters section if anyone wants to look it over. You don't have to take a role - being an average sailor is still important(as it's a sailor on the best crew the pirates have to offer). If your character doesn't now how to sail then just let me know. It's fine but I don't want too many people doing it.

Also, I'm going to add above that if you're making a Mage, id like tongue contacted before you start because I don't want too many. We have at least one right now, there's still room.

Just letting you guys know of the impending edits. :)
@LordofthePies
Hey, thanks for coming by.
Okay, so I'll admit that I am slightly concerned about the quality here. I can tell it was done quickly, and I'd like to know that you can put in a bit more effort. I'm going to give a few points you could improve on, if you'd like to work on your sheet a bit more.
I know I posted in the casual thread, but I do want to get in depth with characters and plot, so a well-thought out character sheet would be appreciated.
Rogue/archer is fine for a class.
1)Sentence fragments. I understand having some in a character sheet for sure, but a few of your sections are almost nothing but, and it would be nice to see some real paragraphs as this is an "apply" sort of deal and I did want to know who I'm accepting.

2)I'd like to know more about this "Was technically dead. The brain damage drove her insane." part. I don't have a problem with this, but I'd like to hear more about it, because in order to write an insane character a lot of thought has to be put into their mental state. What's the story of what happened? It seems pretty important to her backstory.

3)Cat worshipping - It's from Charta, not Chorn. For the relevant bits on Chorn religion, it's under "Adana." If she isn't religious, that's fine, but she would know about Adana and her laws at least a bit, as she lived in that caste system. Believing in ghosts is fine, these societies have myths such as that as well.

4)Backstory - I only have a couple things to note. One: what sort of boat did she steal? Boats in this age are often only able to be sailed by 10+ people, as they're usually tallships or fishing boats. She could've snuck onto one of those, or stolen a smaller boat, which probably would have only been controlled by paddles (which maybe she lost, if you wanted her to crash?)
Next, maybe bump the age up on when she got so good with the bow. It makes sense she'd be good, that's the idea of the rp, but it might take a few more years than that to master her technique.
The only other thing I'm curious about more detail for is that her father was a thief, but she lived on a rice paddy. What was her childhood like?

Anyways. It isn't bad, of course, I just wanted a bit more detail in my sheets than this. If you want to edit it, you can take your time. I'm sure the IC won't be ready to go for a few days at the earliest.

Thanks!

And @SuperNova9000 can't wait. : )
@Sabotage @POOHEAD189 @CaptainCaptcha @Avanhelsing

Put up an OOC, maybe I'll get a bit more interest over there, and regardless, now you guys can all see the full premise.

Captain
Captain Amia || GM-Controlled NPC - LadyTabris || F, Chartan, Spearfighter


First Mate
Fujin Ayame || Sabotage || M, Endenic Samurai

Quartermaster
Galen Forthwith || POOHEAD189 || M, Chartan Duelist

Cook
Sylvi Wulfharth || Sputnik || F, Valian Barbarian

Medic
Kossara MacConagh || ihinka || F, Healer/Shinobi, Reflection Isle

Navigator
Kerris Hughes || LadyTabris || F, Elsmerean Weather Mage

Lookout
Orm the Albino || BurningCold || M, Northern Shapeshifter

Sailors
Lucia Dorret || LordofthePies || F, Chorn Rogue/Archer
Anastasia Celica Verula III (Celica the Enchantress) || SuperNova9000 || F, Ivicis Hold, Enchantress/Swordswoman
Isaak || CaptainCaptcha || M, Valian Mercenary

Passengers

possible?
Lookout
Medic
Carpenter






Aɢᴇ: 23
Sᴇx: Female
Nᴀᴛɪᴏɴᴀʟɪᴛʏ: Elsmere Hold, Arrylia, Marran Empire
Cʟᴀss: Weather Mage

Pʜʏsɪᴄᴀʟ Dᴇsᴄʀɪᴘᴛɪᴏɴ: Kerris' origins are very visible in her looks. Her bronzed skin and green eyes combined with her auburn hair screams "Elsmere." She keeps her hair at shoulder-length. It is usually messy and knotted but she rarely ever ties it back. She is on the short side, even for an Elsmerean, at 5 feet tall. She is very thin but muscled, especially in her arms. She usually wears practical leggings and a light tunic, with sturdy boots. She has been occasionally seen to wear simple cotton dresses, but those are saved for special occasions or vacation time when she's at port, unlikely to have to climb or run. If she does run into that sort of situation, she'd likely just tear the skirt of her dress, as she's always prepared with boots underneath.

Fɪɢʜᴛɪɴɢ Sᴛʏʟᴇ: Magic is her primary weapon, but she is small and quick, so if she can't use magic, she relies on stealth. She usually carries a dagger with her for those sorts of situations. She's a very skilled climber and pickpocket. She is good with her magic, but as she is slightly on the powerful side, she needs to make sure she is using it often enough in small quantities to keep herself healthy and not a danger to those around her.

Pᴇʀsᴏɴᴀʟɪᴛʏ/Mᴇɴᴛᴀʟ: First and foremost, Kerris is hardworking. She has worked all her life and sees no other way of living. She is dedicated to her family and making sure she sends enough money that her brothers and sister can live happily, and not as harshly as she had. She is an outgoing person, who makes friends easily despite being stern at times. She has always made good friends on the ships she's worked on. She takes her work seriously. She's always willing to go on another lucrative job for the chance that she could potentially send enough money back home that her family would never have to worry again. She misses them dearly and writes often.
She loves the work she does on the ships, but is used to any kind of work, even dirtier jobs. However, the pirates' pay is the best she's ever received from any job, while she is with a capable crew, and she wants to keep that going for herself. She doesn't care much for the illegitimacy of the jobs; it isn't anywhere near the first illegal job she had done (though it was in a pirate crew that she killed her first man, so they did get a bit dirtier), and she is dedicated to it.
She is very careful with her work, but when she isn't working she can get distracted easily, often by drinking. For a long time, she didn't drink at all and had no interest, but since joining the pirates, she has had a desire to fit in so she finds herself doing things she never thought she would before. Sometimes, they turn out to be enjoyable, and sometimes she finds herself feeling guilty.


Hɪsᴛᴏʀʏ: Kerris was born into a poor family in Elsmere's capital city. Her mother died giving birth to her youngest sibling, out of 4, of which she was the eldest. After that, she joined her father in picking up any job anyone would pay them for in order to support the rest of the family. Because of this, she picked up a pretty diverse skillset.
The first job she started doing was fruit gathering, a low-paying, high-risk job up in the thinnest branches of the trees. Many poor children take this job because it's easier when you're small. She kept the job for years when she was young, and this gave her muscles and helped her gain balance and agility. She picked up other jobs at the same time, and was working from dawn till dusk almost every day. She ran deliveries, letters, even worked as an assistant for a local blacksmith at times. She spent a month working in bridge repair after a huge flood.
When she was a little older, she got a job on one of the fishing boats that travel up and down the river. That was how she learned to sail, and from there she kept sailing and kept sending money back to her family. From there, she worked her way up the ships. She got a better job on the ocean with her experience, where she worked her way up to working with maps and currents.
Her magic started to manifest when she was 15. Kerris had a habit of accidentally shocking people who startled her, luckily never fatally. She was working on that ship at the time, and the people on board had come to care for and like her. Her friend, the navigator she had been learning from, who wasn't a mage but had known some others who could perhaps teach her, arranged for her to be dropped off to the south. She traveled from there, east, to Lybertay. After that, she found the inn she had been told to find and dropped the navigator's name. The people there helped her get passage on a pirate vessel.
When she arrived on Chariot, she knew that her family had gone a fair bit of time without her income. She was starting to become concerned that they wouldn't be well enough off. She kept very little of her wages, so it was a significant amount of money for a poor family. She set off trying to find the man whom she was told could teach her to use her magic. By this time, she had started to get a feel for the river being in her head and she had taught herself a bit of basic self-control on holding the magic back. She couldn't direct it purposefully in any way, and in times of distraction, her control could easily lapse.
The ship she was searching for, the Justice, came into port not long after she arrived. However, when she approached the navigator, he turned her away. He already had an apprentice, he said, and the man was coming along nicely. After this, she had to set out on her own. She took a few odd jobs in Chariot the way she had learned to as a child to live, and a few months later, she finally met a weather mage who would take her on as an apprentice. The ship was named the Swan's Wail.
She stayed on the swan's wail for many years while she learned. She turned out to be just above average in terms of power level, nothing unusual, but very able to help a ship along. Because she was actually more powerful than her teacher, she later outshined him and gained a position on an even bigger, well-known vessel, which she helped achieve a lot of success at their raiding. She always sent her money back to her family, except a small sum for herself. By the time of the pirate wars, she had made enough of a name for herself to be noticed by Avoir when selecting his crew.
Iɴᴠᴇɴᴛᴏʀʏ:
  • Steel Dagger
  • Simple clothes, sturdy boots.
  • 15 gold
  • Waterskin
  • Playing cards
    In her quarters:
  • Ocean charts, navigation books.
  • Ship records, inventory details
  • A few history books
  • Many letters from home
  • Bottle of rum

Don't feel like you need to read all of this. Honestly, there's more here than I intended, but I get carried away. Tehre's even more in my head. You can always skim this and ask me any questions - I won't shout at you and tell you to read the post. I love to talk about my stuff. Read whatever's interesting, though you should know what's relevant to your character(which you are welcome to brainstorm with me for). I'll help out with plot-relevant stuff as we move if I need to.

Maps

I drew it myself and took a picture of it so please forgive the quality. The typed sections are where it became illegible.


Nations




















Magic

Magic comes from the River. The term describes how it feels for mages. It's like a portion of their mind that they can access and channel into physical being. It's very mentally straining and taking too much power into themself can cause damage to the body. Bascially, mages need to know their limits. Different mages have different power capacities, but there's no formal scale used to pinpoint exactly where you are.

There are nine types of magic. Magic is born and then learned, and if it isn't learned it can escape from a mage's control. There are eight types of magic and a mage is only born with the ability to tap into one: healing, earth, pyromacy, enchanting, ice/cold/heat, illusion, weather, necromancy(control over spirits, its rarely used to reanimate bodies, though it can be), and shapeshifting. They are often called the First, Second, etc. in that order, as per Arrylia and Charta's naming systems.

Some magic or all magic is sometimes outlawed in different parts of the world. In Charta, mages are usually just sold into slavery. In Lybertay, they are executed. In the North, mages never make it to adulthood - they believe it is because of Gaia. In Mar and Arrylia, mages are forced into schools where they sometimes spend their entire lives. On Sura (continent with Endeny, Chorn, and Kopan), the "gene" (the science is unknown) is more uncommon, but not extremely frowned upon. It's looked at a bit skeptically, so often mages will take shamanistic roles privately or on the East Islands.

Religions












a 17th -or so- century fantasy pirate-ish roleplay based on a D&D campaign I wrote

always open to character applications


Discord for everything



Chariot no longer looks the same. Where once stood a free port, there is now a war zone. Avoir, who could perhaps be called a king, stands tall at the top of the fort - the only stone building in sight. He looks down upon the city and sees burnt buildings and the wreckage of ships in the bay. They sailed through the labyrinth. Somehow, someone told the pirates' secrets to the Marran invaders. A brutal battle had taken place and the pirates barely maintained their grasp of their last city. Avoir knows they are failing. The Marrans are disciplined soldiers who arrive in formation, uniformed. Trained. His troops are ragged. Some are untrained. There's no organization among them. Most are loyal to themselves, or to money. Just enough of them are dedicated to the ideal: freedom. Only enough to hold them together. Some others, maybe, want to keep their assets in Chariot viable. Avoir no longer has any idea. He leans back, alone, observing as people begin to leave their hiding places and attempt to rebuild after the cannon fire. He sees his people, and he thinks that maybe it is time to go chasing legends.




The story begins on the Free Isle in the pirate port city of Chariot. King Avoir has called the most notorious and skilled pirates he knows to undertake a mission for him: the mission to find the Raven Queen's crown. These people are gathering on the ship they've been given to set sail for Harravel Mountain in Arrylia, where the crown is said to be held. No one has ever entered Harravel and returned, but this group is determined that they're the best of the best.

The roleplay will take place over the course of the war between the pirate army, led by Avoir (by popular opinion) and his council of captains, and the colonial force of the Marran Empire. The players will be a "special task force" of sorts, made up of highly-skilled pirates, with their own ship, a small, fast, and stealthy one, serving King Avoir. He will send the players out on various missions which are going to tie together into a wider story arc.




Character Sheet

  • Format this however you want. Just make it clear and look nice enough. PM or post here, doesn't matter. I'll answer any questions and I'd love it if you guys asked any questions about my lore. It's a great feeling when people actually engage within the original world.
  • Read the relevant lore, it'd just be nice. If you want to bounce your character idea off of me that'd be awesome, I can help out with some relevant places and factions in the world.
  • Your character could be declined if it isn't up to the standards. No hard feelings, honestly, everyone is at different levels and there's nothing wrong with that.
  • Technology is about 17th century. It doesn't matter what region of the world. Whatever's been invented up until that point, within reason, will be checked and allowed.
  • Your characters don't have to be sailors. They have to be pirates. Some may have lived in Chariot instead of as part of a crew on a ship. Of course, it's always nice to have people who do know how to sail. The crew of the ship will be about 10-15 people. NPCs will fill in the rest.
  • Remember the plotline of the roleplay and make sure that your character's motivations will line up with it,
    in one way or another (be creative, if you'd like.)
  • Wait for approval before posting in the Characters tab.
  • If you are making either a mage or a character who is on the ship for missions but does not know anything about how to sail, just let me know, so that I can make sure we don't have too many of either of these.


Also, I'm going to add a list of ship roles that you can make a character for if you so choose. But you also don't need to, it's just a guideline for those interested. Keep in mind that everyone on the ship, even the regular sailors, are still the best of the best, so not having a designated role doesn't make you any less skilled or important. A good amount of the story will take place on dry land as well.
  • Quartermaster/Bosun (is responsible for the crew's well being, is the crew's representative to the captain, and the ship being stocked up, etc. Crew technically votes him in (but this would have been done before the point where the RP starts), so he's probably a charismatic person. Maintains order, deals with disagreements. They actually has a lot of power so if you're making them I need a quality character sheet.)
  • Navigator (deals with maps, charting the course, and inventory records, etc. Also often steers the ship.)
  • Lookout (sits way up high in the masts, would usually also have the skills of a sailor)
  • Gunnery Master (is in charge of the cannons. This ship has a small arsenal, 3 on each side)
  • Carpenter (is able to repair parts of the ship or other equipment)
  • Medic (someone with healing magic, or just general medical training, first aid, amputating, etc.)
  • Cook (cooks.)
  • Riggers (those who are in charge of climbing around in the sails, basically. They'd also be sailors. Small,
    quick people, usually. There could be a few of these)
  • Sailors
  • A weather mage is often used to speed up a ship's progress with currents/winds





Things To Keep In Mind

  • This is high casual, and as such, I expect grammatical competency. However, I won't put any post length regulations on; just use common sense. If you post one paragraph every single time, that's not really enough. I won't correct your tiny little mistakes in posts, but I expect a certain level of capability.
  • Since this is original lore, I may point out something if it really goes against the world. Maybe I didn't mention it before; if so, I'm sorry I left something out, but I don't mean to be rude. I welcome questions, actually, please ask me about my lore. It will help everything work smoother, and I very much enjoy talking about it.
  • As the roleplay is a group thing, any efforts to communicate in and out of character will seriously help the RP's lifespan.
  • Characters can die. If your character dies, you can make another. Maybe you already had two anyways. I'm flexible.
  • Speaking of: If you want to make multiple characters, go right ahead, as long as you're going to be able to handle it.
  • Dice rolls might be used in some situations. I'll alert you all to them beforehand
  • Let me know if you need to go for a while, or if your post is delayed. Or if you're just leaving the roleplay. No hard feelings in any case and accommodations will be made. Of course, activity is appreciated.
I'm almost finished with the OOC, incoming shortly.
Fantastic

We're getting there, could use a few more though
Thanks guys, you're so great.

"this looks ok"
The Valencia

a 17th -or so- century fantasy pirate-ish roleplay



hey there

I could still really use some more people, check it out:
OOC HERE
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