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.
Name: Amia (Captain Amia) Age: 34 Sex: Female Nationality: Chartan Class: Spearfighter Fighting Style: She carries a Chartan style spear and a light shield when in combat. She has two pistols, single-shot. Physical Description: Amia has dark skin, like most Chartans, with curly, thick, uncontrollable hair. She cuts it short, to her ears, and it usually stays in one big pile on top of her head. She has big, chocolate brown eyes. Her body is marked with many scars from her past. She has marks from where a whip lashed against her back, and puffy marks around her wrists from being bound far too tightly for too long. Most prominently, she has a scar on her cheek about the size of a coin, and another on the back of her shoulder about the size of a hand, where she cut off her slave brands. Personality/Mental: Ever since her escape, she has been determined to hold on to her freedom. She is warm and charismatic, despite not always having been that way. For a time in her past, she lost her faith in people. However, being with Avoir's crew has transformed her into more like the person she was supposed to be, in her mind. When she was a child, she was a natural leader with her friends; she was kind, intelligent, compassionate, and she took responsibility for her actions - and often theirs. She has regained many of these qualities, which she lost for a time to mindless fighting. She has regained her trust in people and her compassion for them. However, if she sees someone being treated unfairly, she would easily lash out. She also believes in a means-to-an-end mindset, if the end goal is good. History: She was born in a small desert village in Charta, to a loving family with many other children around her age to play with. She lived there until she was twelve years old, when a slaver raid came through and took her among others in her village. For a few years, she was sold as a household servant in Charta City. When she was 15, another servant, a slave, who was living in the same quarters as her tried to rape her while he was drunk. She found him viciously and ended up killing him. After that, she became a "danger" as a servant and so she was sold to Charta's gladiator ring for almost no money. She started off training (as it wasn't a good show for the audience if she couldn't put up a bit of a fight before she was killed), but they didn't intend to train her very much, as she didn't have huge potential. She started with a sword and shield and she became a bit of an underdog. They started her at lower level fights and when they saw she had an actual aptitude for it, they began to actually train her. It was a vicious life for her, as she could die in any of those fights, but she lived through it. It made her harder, more closed off and indifferent. She didn't talk to her fellow fighters out of fear that she would have to kill them. Sometimes she did kill people who had lunch at the same table as she did only a day earlier. Eventually, another slave had planned and started a small uprising in an attempt to escape. During the turmoil, she ran. She cut off her slave markings in anger, cauterized them herself with a heated blade. It was still obvious that there had been slave markings there, but she didn't care. They were gone. Amia made for the coast, where she was able to get picked up on a vessel. She made her way to Chariot, dodging bounty hunters until she got there. Once she was there, she felt immense relief. She had finally succeeded. She met Avoir through a bar fight, ironically. After that, he offered her a place on his ship (he wasn't very prestigious yet). She didn't accept right away, but he slowly earned her trust as he came to visit her every time he stopped in Chariot. Eventually, she came aboard and learned to sail. The crew earned her trust, and she them. She started to feel like she belonged, like she was safe, and like she was herself again. Years later, she was appointed his First Mate. He put her in charge of The Valencia because the two trust each other unconditionally.
First Mate Fujin Ayame || Sabotage || M, Endenic Samurai
Quartermaster Galen Forthwith || POOHEAD189 || M, Chartan Duelist
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.
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
A large tropical island in between Arrylia and Mar. It's not a nation so much as it is a haven for pirates, criminals, and even refugees of all sorts. It is, however, a very dangerous place where you need to be on your toes because of the complete lack of laws. It's largest city is Chariot, which is a port surrounded by The Labyrinth. It's a section of extremely small jagged patches of land and rocks which need to be sailed through in order to reach the port. The safe route is a closely kept secret among the Council of Captains. On the other side of Chariot, a massive mountain makes it difficult to attack from the land. The council of Captains is the only governing power in Chariot, though it doesn't have much to do with laws. In order to have a say at the table, all you need is a ship and a crew. Your influence is determined by if you earn the respect of the other captains. They don't formally elect a leader, but at the current state, Avoir has a massive amount of influence.
Mar is an empire; they started as a small Kingdom, with their capital Loris being in the center of their small lands. They started conquering other small kingdoms around them over three hundred years until only the Marran Empire and the Province of Sinet remained. The two fought their 80 Years War, finally ending with Mar conquering the entire continent.
Mar is a fairly advanced place, where guns became most widely used (gunpowder is from Endeny) and full of may towns, cluttered farmlands, and cobblestone streets with a lot of use of horse and carriages. Their capital is Loris, a city with a lot of extravagant bridges with copper detail and bright coloured paint. They have the most advanced sewage system, as the capital was rebuilt and moved a few miles to the left of where the ruins of Old Loris are, and they placed underground tunnels. The sewage isn't yet connected to houses but there are many communal dumping places in the city. They developed longships and began their colonization to the east with Arrylia. Next they are aiming for the Free Isles, and then on to Charta.
The Province of Sinet has a much more tropical climate in comparison to Mar's moderate one. They have a lot of concrete, stone, and clay houses. Their houses rarely have glass windows(usually they are just holes in the wall), though since being conquered by the Marans it has become a bit of a sign of wealth to have glass windows installed. It's a warm, sunny climate with a lot of dirt roads, cliffs, and really blue oceans. Its full of hills and all along the water, towns and cities are built almost vertically up from it. They build a lot of docks going out on to the water and have very humble ships, even after the Maran conquest, though they're much more sturdy with their shipbuilding expertise. Everything there has a pale colour to it; houses, walkways, and benches are all painted in whites, pale blues, pinks, and greens. The people here usually have light skin and a shade of brown for hair.
Arrylia is a diverse country with a lot of different cultures within it. It is divided into twelve holds, each ruled by a lord or lady and noble house, except for one ruled by the King and royal family, who the rest of the families owe fealty to, historically.
In the past, Arrylia was conquered by an alliance of Northern tribes led by a man named Dastenin, who conquered the whole country, along with Charta, and gifted lands to his people. He set up the current governing arrangement of "Holds." Charta rebelled a hundred years later and regained its briefly lost independence. The Dastenin line ruled for 400 years until the Marans conquered them. They now live under rule of a Governor in each Hold who answers to Mar.
The Holds are quite diverse:
Dastenin Hold: The main hold, which used to be ruled by the royal house of Dastenin, despite now being in Marran control. The largest city is that of Dastenin Town, which has grown far past the town it used to be. It's on Dastenin Lake, which connects to the Iben River, which is a hub for trade across Arrylia. The terrain is mostly forests and rural farming villages.
Northern Hold: The Northern Hold is chilly year round. The buildings are all very insulated, and there's a lot of fireplaces. It's usually a very warm and cozy place. The Northerners are a very loud and boisterous people. They are quick to anger, and quick to trust. You'll always have a welcome in a Northerner's home. It's capital is called The Northern Hearth, where the Lord used to rule in an open home with frequent feasts. While it was once a welcoming place that inspired loyalty, it is now inhabited by the region's Governor and is closed off to the public.
Eagletree Hold: This hold is mostly covered in grassland. It's full of farmlands and quite humble. It's likely its residents don't even notice the change in governments.
Killamon Hold: Killamon hold is home to a very prideful people.. It is a very cheerful place until someone's pride is challenged. People here often challenge each other to fancy duels over wounded pride. It is home to famously boisterous inns with a minstrel in every one. They value storytellers and performers highly.
Riverpool Hold: Riverpool is covered in farmland, just like Eagletree. The only difference is their fame for their public, religious schools. They have many more small cities than Eagletree, where people congregate during winter. Children often attend school at the temples during this season. There is a high literacy rate.
Chamyaa Hold: This Hold is famous for its horses. Status here often rests on the quality and quantity of horses you have. Their horses are bred very carefully and many genetic lines can sell for a lot of money, especially outside of Chamyaa. Chamyaan horses are famous especially for the training they undergo when they are young. They're handled with care and are able to establish a bond with their master. It's commonly though that there is something magic in their bloodlines that allow the special type of communication between a Chamyaan horse and its master. The people here are very multicultural, but native Tanseens usually have dark hair and tanned to bronzed skin.
Tansee Hold: Tansee Hold has a reputation of being almost as tropical as the Southern Kingdoms does. Along the ocean, there is a lot of beaches, and the water is bright blue. There is a lot of trade in exotic foods and goods in Tansee, as they are the closest to Charta and there is a lot of contact between the two regions. Slaves from Charta go either north or south; if they go north, they wind up in Tansee, where slavery is not outwardly tolerated. Of course, it happens in the background much more often than in the rest of Arrylia. Tansee is famous for its Night Markets, which people from all over the land travel to see or sell at, especially on holidays. The people here are very multicultural, but native Tanseens usually have dark hair and tanned to bronzed skin.
Elsmere Hold: Elsmere Hold is a rainforest. The ground is a marshland everywhere except for a small patch in the north where they farm a small amoutn of crops. Over the marshland, the forest people of Elsmere have built their homes in massive Goldwood trees, and a network of bridges connects most of the hold to the capital, Elsmere, in at least a roundabout way. The people of Elsmere usually have bright red to light brown hair and blue or green eyes. The highest and lowest homes are for the poor. The rich live in the center where the branches are strong and they can't be reached by floods. Many exotic fruits grow in Elsmere and it is a dangerous, low paying job with a high risk of falling that many poor undertake in their youth to cultivate them from the tops of the massive Goldwood trees.
Ivicis Hold: This hold has access to a wide range of resouces because they have a long, skinny territory up against the Iben River. Because of this, they have huge trade prospects and Ivicis is probably the richest hold. Secrecy and political intrigue here are huge, especially at the Ivicis Court, where the rich political figures tend to congregate around the person in power. Previously, this was the Lord, but now it is a Governor.
Nest Hold: Nest Hold is the second smallest of the holds. It is mostly a forest of oak trees. They are famous for their hawking. Almost all of their land is farmland, except for some forests. It is prohibited to chop down the forests as many are designated for sport. It is the only place in Arrylia where hawks are found naturally. The Governor fit himself in comfortably at the tower seat of the previous lord, where hawking can be done from high balconies. Many rich merchants and lords use this region as a sort of retirement home to build estates on.
Blackleaf Hold: They are quick to anger, and not friendly in the slightest. They have always been allied with Ivicis, and are the second richest province of Arrylia. They are the only place where the Blackleaf tree grows, a form of birch tree that has black leaves instead of green. It is a mountainous region with the tallest mountains in the country, named the Triplets. It is a rare feat for someone to ascend the tallest triplet, named Refalcor. Many villages are located at the peaks or on the slopes of mountains.
The Reflection Isle While Arrylia was under its own control, this was another hold. However, they were the only group to resist Marran conquest. They are an island to the northeast of the main body of land, famed for their skill with bows. It's a forested land with water so calm it is nearly a mirror, which gives the island its name. It has many rivers and waterfalls, which their cities are built around. The people here tend to be on the shorter side, with light hair colours and blue or green eyes. It has always been ruled by a Lady instead of a Lord. The firstborn daughter inherits the Bow and sits in the Golden Seat, and her eldest brother becomes the Sword, and serves beside her rather than her husband. Both can marry whoever they want to. In the rest of Arrylia, inheritance is done by firstborn, regardless of sex.
Endeny Along the water, Endeny has a tropical climate with frequent storms and other disasters, such as their history of being at risk of tsunamis. Towards its interior, a small desert and rice paddies creep in. They have very rainy seasons with frequent monsoons and a very dry season.
Most of the country is taken up by rural homes, except for the tropical edges where some larger cities and beaches lie, such as their capital, Genjor, and other major trade cities, such as Viny and Vernon.
They are known for their export of rice, beans, sugarcane, being the sole supplier of corn, and a major exporter of tea leaves. Agriculture takes up about 80% of their population, so that's why most of the country is rural farms or plantations. They have no laws against slavery. Their major cities however, are slightly more prosperous because they seize a lot of what the small farmers produce, and merchants own many plantations.
Endeny and Chorn both faithfully worship Adana, the One Goddess, whose faith enforces a caste system.
Chorn Along the water, Chorn can be as tropical as Endeny's shores, though they have far fewer radical weather patterns. Most of the country is covered in small hills and mountain ranges, with many small villages in the valleys and mountainsides. There, there is rice farming and silk farming, which are major trade items. Towards the north, it turns into more of a grassland, where their borders with the Kopanese fade into the unknown. They are constantly disputed.
Chorn is ruled by an Emperor in their capital of Haroa. A hereditary dynasty with the family name of Lang rules. It's a very militaristic state, with a powerful bureaucracy of tax collectors. It is a highly organized state. The domestic capital is Haroa, located inland in a mountainous region, so that it is in close proximity to most of the country's farmland. They have a trade capital, Shon, a south-western port city which is designated for international trade. On the northern front, they have many military outposts to defend against the Kopanese.
East Islands The three east islands off of the west coast of the continent, along the border between Endeny and Chorn. Since the two countries have a longstanding alliance thanks to the threat of the Kopanese, the islands are never disputed. They are home to the monasteries dedicated to Adana. They're centers of faith and learning where any are welcome (at the lowest level). A mountain range runs across the islands, making it a treacherous journey up to the monasteries, named Yi, Ersa, and Sanq respectively. There is frequently a thick fog over the mountains.
A vast grassland on the northern coast, sharing borders with Chorn and Endeny. It has only one city: Ban Shiang. The city is huge, and is mostly home to craftsmen, visitors, or military men's wives (those who are pregnant or have young children, or those who don't wish to fight, as women are welcome in the Kopanese military bands). They use no form of currency, only exchange, and the chief of chiefs only enforces one form of tax (on natives), which is on good gained from raids instead of domestically produced products. Some parts of Kopan have been settled by foreigners. They have very little rights and often live a hard life where bands descend on them at any point, demanding tribute.
These bands of ragged cavalry are fierce raiders who frequently descend on Chorn and Endenic border towns. Each is led by a chief, who rules only because people want to follow him. Leadership is based on merit. The chief of chiefs is voted in by the band chiefs, but the elected does not have to be a chief. Often, it is a son or brother of the previous chief, but it a Dai (the gathering where they vote in Ban Shiang) is a hectic affair that lasts an entire month.
Besides the chiefs, who only serve as chiefs if the population allows it, the rest of the population is supposed to be equal, however physical prowess and raiding success often gains respect. The only ones who aren't seen as free beings with rights to choose are the slaves, who are very small in number and never bought or sold. They sometimes come from raids or are in debt. It is frowned upon for a family to own more than one slave.
The North isn't a country, but rather an uncolonized cold, tundra and forested region where it snows for half the year. Very few regions are viable for agriculture so the area is inhabited by a group of nomadic tribes who live in a similar culture dictated by their shared goddess, Gaia. At the age of 16, children undergo a rite of passage to become adults. They have to travel to Esnerenok, the holy island. It is warmer than any other region of the north and there is a bit of agriculture here. It is a holy place only frequented by shamans and visitors. The children leave with any of their agemates and are tasked to return with a special pink flower that grows on the island in order to earn their place in the tribe. They are reqarded with full-body tattoos to signify the passage. The most heinous punishment in Gaia's Laws is Exile. When a tribe member is Exiled, they cease to exist (to the tribe and Gaia) and are branded with distinct tattoos so that no other northern tribe will take them in. Their whole family and everyone they've ever known will shun them and completely ignore them until the Exiled is forced to leave south.
Valia has a northern climate and short growing season, with about six months of harsh winter and about three months of full summer. The central northern part of this country is mostly taken up by mountains and unfarmable land. Its people rely a lot more of livestock than they do agriculture, and wear a lot of furs. They have a raiding culture, and frequently take out longships to raid in Mara during the growing season, especially just before winter starts. The Valian King lives in Halvar as the ruler of the entire country. He is above the Arls (minor rulers) in each other city, of which there are only seven. If the King's line of succession is broken and a different family takes up the crown (though they wear no crowns in Valia) then the capital itself moves as well. There is a large middle class which serves as the court system and some small amount of democracy; the Valian rulers are aware that one only rules by the people's will. Each city holds votes on every major issue where free men and women can vote on issues. Lords make speeches, as well as prisoners judged. There is a large one every spring in the capital which each Arl attends to vote on important matters as well. Below free men and women (who have a very near equal status, and Valians believe in divorce while many other cultures don't), there are slaves won from raids or indentured servants who tend to serve a free or noble family. People, however, are not born into slavery, so children of slaves are free, technically, though they will often grow up to undertake paid service in the same home.
Charta Charta controls a massive territory, however, most of it is desert. Many small, poor towns dot the countryside, but the only large cities are on the western coast where there is a large oasis. They are the slave capital of the world. They have large slaver ships that make deals with Kopan and Endeny, to the east. The slaves are frequently from Chorn. Slaves brought in by ships all land in Ramsetta, on the eastern coast, and are escorted through the desert by the Skin Road, a perilous journey for the unprepared.They take slaves from among their towns when debts aren't payed. Criminals and mages are also sold into slavery upon discovery. The country is technically run by the Emperor, but the ones with the real power is the Grand Vicar of the Church of the Cat. Charta is famous for its religious paladins, who are frequently trained to fight with the spear at Charta's famous College, though that isn't the only source for them. The Church also has a smaller training program. The College itself is extremely prestigious. There are four large cities in Charta. On the east coast, there is Ramsetta, a bustling port city full of slave trafficking. To the west, there are three: Danisis, where the Church's seat of power is; Meira, where the Emperor's court is; and Akoris, where the famed College is found. Charta City is the largest city, which is in an oasis in the center of the desert.
Lybertay Lybertay is a large city-state to the south of Charta's borders, which was founded many years ago by escaped Chartan slaves. Slowly their population grew and ended in a huge mix of cultures and races. It is now ruled by the council, after the uprising about 70 years ago. The city, while "free and equal," as there is no slavery and many things are divided communally, is extremly strict. The laws are absolutely rigid. They're determined by a council, which makes decisions for the city. Seats expire at varying times depending on deaths or other engagements, but a member can only remain such for 5 years. Many crimes have the death penalty, and weapons are forbidden within the city, with the exception of times of war against Charta. The city has a bustling port which has a lot of trade with the pirate from the Free Isle. There is a divide between pirates selling stolen goods to the council and legitimate merchants selling to anyone. There is an agreement that there are safe waters for all around Lybertay as their trade is valuable to everyone and vital for pirates. The city has two outer walls, the innermost of which has never been breached. They are often under threat of Charta.
No one lives in the Fae Forest. It is a mysterious place that few dare venture into. Wild stories and myths flow out of the forest like a river. It's, as legend says, full of dangerous mythical creatures - even dragons. The trees are dense and roots crop out of the ground to trip travelers. Those few who venture in often return running, terrified, or not at all. Lybertay, as they border the forest, have a few work efforts of getting resources out of the outskirts, but no one would dare stray from the group or work at night.
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
Think of them as the Divines in Elder Scrolls (if you're familiar with that). They originate from native Arrylian culture. It is believed that each god/goddess has their own plane of existence and that souls can go to them in the afterlife. The gods are: Arielle, Goddess of Nature and the Hunt Macre, God of Death and Judgement Jynaros, God of Work and Humility Deseh, God of Wisdom and Justice (frequently revered by Arrylian nobles) Allurra, Goddess of Night, Shadows, and Time Lyria, Goddess of Luck and Dreams Ingmar, God of War and Strategy Tydasha, Goddess of Love and Celebration (also booze) Dana, Mistress of Hell (not exactly worshipped, keeper of the souls of suiciders)
There used to be a tenth goddess (Semelle, Goddess of Thoughts and Freedom) though her worship was forbidden under the rule of the Tyrant Kings (Fordin and Faedin Dastenin) which lasted through two full generations, basically making her historical.
The historical religion of Sinet, which has been spread into Mar. The God and Goddess are believed to be the creators of all things, and that in death, all people become one with the God and Goddess. Temples are frequent all over the land. It is required for anyone of any station to wear their face covered when going to a service or when going to pray, as all are supposed to be equal before the God and Goddess. Among the very religious, often those who are in the noble class, is it believed that God created the world through the Goddess, and that story defines the roles of men and women in the world. Marriage is sacred at all levels of piety, and there is no form of divorce of any kind.
Gaia is worshipped in The North. Esnerenok is her holy island, especially because it is the most green area in the North. A special pink flower grows there which is said to be her blessing. The tribespeople thank Gaia for every kill and meal. They believe that life is sacred and not to be disrespected. She has no temples and it is insulting to invoke her name or pray in a manmade building. They believe in fate determined by Gaia and that nature is a way for her to express her will. If someone fails the trial to adulthood, it is said they are cursed (often believed to be mages).
Yval is believed to be the god-ancestor of the Valians. The Valians uphold beliefs of ultimate freedom(even if it isn't always true in their society), that men and women should seek what they want when they want it. This religions maintains an equality between all people as they are equal before Yval, who is in turn humble towards them. He isn't to be worshiped, but to be treated with respect as a guest at your table. For this reason, on certain days of the year there will be sacrifices to him, sometimes willing humans or just animals, done to feed him as though providing a meal for a guest. These festivals do not include prayers, only celebration and entertainment as though you had a guest to provide for and a feast to celebrate. This religion teaches that men are also animals and no better than the bear in the woods is. It professes that humans are also animals and doesn't frown upon baser instincts as much as some other societies. There is, of course, still laws and civilized people. Marriage does not exist.
Adana is the One Goddess, worshipped on most of Sura. In Kopan, the religion takes a more shamanistic role, with mages frequently as religious figures. In Chorn and Endeny, the religion dictates lives a bit more. It comes with a philosophy and caste system. The castes aren't very rigid - they are only Aristocrats, Craftsmen, Merchants, and Laborers. These are supposed to keep to themselves and marry within their own caste. The castes don't look down on one another, but there is a certain animosity between Laborers and Aristocrats, and the Craftsmen have a dislike for Merchants.
These islands are said to be a holy place because it was where their prophet was born, He Who Could Speak with their goddess. He was said to have been chosen by her to speak with her and spread her ways. In order to be able to sense her with any of his senses, he had to give them up for a year each, one at a time. Then, he was able to commune wholly with Adana, Creator of Everything, freely, as he was chosen by her.
Monks aren't required to give up all their senses, however, many attempt the trials to see if they are the next He Who Could Speak. The monasteries are a free respite for many who are able to get there, as long as you are devout. They each have levels of the large buildings where you are allowed based on your prestige (traveller/seeking refuge, in training, monk, Monk of the First Level, and so on)
Cats are indeed seen as holy beings, however they aren't the object of worship. They are revered because the god Tahce is part cat, and they are seen as blessed. This religion is very structured and hierarchal. Many commoners simply worship Tahce and go to Church, but in the church's internal affairs, the hierarchy really shows. The Grand Vicar is the head of the church, supported by his Ten Vassals. The next rank down are the High Priests, followed by the High Scribes. Next is the holy militia, the paladins. Then there are Sisters and Priests, followed by Acolytes, and then church-owned slaves.
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
Name: (You get it) Age: (Yep) Sex: (Male, female?) Nationality: (Where from?) Class: (Whatever sums up your abilities, fighting style, whatever makes the character unique.) Physical Description: (Pictures if you want, as long as they're realistic. Please no anime, I'll cry. Also include a physical description, regardless of if you use a picture or not.) Fighting Style: (Just what weapons they use (remember what someone can realistically carry. Guns as long as they're period-appropriate.), or maybe they rely most on stealth? use a shield? Whatever's important, just in a brief sentence or a few. For quick reference. This is in place of a "skills" list. Add anything like "pickpocketing" here, but be reasonable.) Personality/Mental: (Brief if you want. Include the character's goal. Outlook on life, personality, etc.) History: (Backstory. Give me at least a couple paragraphs.) Inventory: (Weapons, basic survival stuff. Money?)
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.