"Fate always seems to find a way to guide wayward souls."
Name: Evan Thompson , though most people know him as a nameless guide
Age: undocumented in empire records though he looks to be about 20
Race: Current Reader , a race lost to time that can read the " currents" of life and see small glimpses of a persons fate as well as see hidden paths and the path to things lost by the current.
Gender: Male
Height: 5'3
Gear: Evan carries a cloak which he wears at almost all times to conceal his face and add to his aura of mystery. A flintlock rifle which he uses if he is dragged into combat , the rifle doubles for range and a bludgeon.
Backstory: Not much is known about the mysterious guide. Records of the empires state that he started appearing in times of great change or pivotal moments of society. Pirate stories indicate he served on both the crews of Kyren and Gyuxen at points through history. Often times the guide has only shown himself when guidance is needed and has helped great legends rise. He is also rumored to be in the service of Neptune and has guided all of the group's who have searched for the fabled trident. He is the last of his kind and is said to follow fates whims even once disobeying the Lord of the sea to guide. Old sailors know that when the guide shows himself either legends will be born or history will be changed.
Despite all the legends surrounding the guide Evan came from humble beginnings. Born to the last remaining Current Readers in a small village known to hide pirates Evan grew up idolizing the scourge of the sea. At the age of fifteen when his parents died from an illness Even joined these pirates utilizing his rare gifts to make a profit. Soon though Evan was visited by the lady of Fate and given his ultimate purpose. As the last remaining Current Reader Evan was instructed to guide society to betterment and to make legends in which the population could have hope in.
Tasked with his new purposes Evan began his life as the " guide " eventually out living everyone who knew him. He guided the empires to their power and the two pirate lords to their infamy his true name and age lost to time Evan is now simply the guide a servant of fate.
Personality: Evan is quite indifferent as he often sees a person's fate and knows what will happen to them. He believes everything is just the path of fate but has seen fate been changed in which he showed surprise and interest in. Being hundreds of years old Evan is also disconnected from reality which gives him a more ghost like vibe. He never gets attached to the people he's guiding but while he is indifferent Even is also optimistic and cheerful. He is quite a happy person most of the time and plays into his indifference with a smile and a cheerful " It was meant to be! " .
Malik is a tall angel, generally being the tallest person in the room. However his build is quite lean, save his lavender coloured wings which are ridiculously large. Malik has deep brown skin and doll like facial features, giving him a look of eternal youth. Malik has silver coloured eyes, that have gold flecks, and dark purple hair that goes down to his shoulders. Malik tends to wear simple clothing, having commoner’s clothes, save his blue officer jacket from his time in the Navy.
A fantasy world named Herdearcas in which landmass to ocean proportions mirror earth. This world is filled with the myths sailors believed in their lifetime and the most well known one's in their profession. Sailing and piracy are wide spread and among the most popular professions with there being two major empires named Yveren which controls the western hemisphere and Otyoren which controls the eastern hemisphere who employ sailors and two major pirates named captain Kyren The Wise and Captain Gyuxen The Fiend who have made quite a name for themselves in the pirating world. Magic is also in abundance and gives an advantage in naval combat as well as land. The technology is similar of the golden age of piracy in our world 1650's-1730's. This means basic weapons will include Flintlock firearms , swords ,daggers ,and cannons. Though there are special weapons that your OC's May get through their travels or through other various means. Ships will be sails only such as they were in the time period and will be a part of naval combat which I will explain.
Most of this rp will take place in and under the ocean as well as on a ship in which Neptune gifts to our lucky OC's. This is not to say there won't be story arcs that take place on land as well they just won't be as much of a focus as the naval part of the story. When underwater certain combat mechanics will change such as which weapons are allowed and what you can do. Also the only way your character will be able to breath underwater is with a spell, if their race allows it or if they are able to get a constant source of oxygen.
Furthermore in this fantasy world there are different races that are available to you. The main races that are in this world are , Humans , Angels, Demons, and the Wave-Blessed. All of these I will expand on how numerous they are and what their abilities and history are.
The plot goes as following, Our OC's are lovers of the sea. Whether they have only been sailing for a few months or years on end they love what they do and just as importantly are good at what they do. These few people have caught the eye of Neptune for a perilous quest. They must sail the seven seas in search of his fabled trident which has been stolen. Neptune has promised to aid our unlikely hero's in their search which will be revealed through the story. The Lord of the Sea has also promised a compensation should they recover his trident and survive the quest. While this is the main objective our OC's may get sidetracked if you will. For example say our hero's have pulled into port to resupply and a village is being terrorized by bandits. Even though our heros mission is to recover the trident they may choose to go help this village.
They also may get other quests from the empires or even major pirate crews if you will to spice up their adventure and keep a small sense of realism in that we as humans get sidetracked all the time. While these little quests seem worthless they could get your OC better gear or a cool unique spell that even though it doesn't match their magic they can still use it!
This section will explain the four core races of this rp. Now if you would like to make your OC a different race or even create your own race to be added to this section DM me and we will talk about it. Most likely if the idea is cool and doesn't seem to overpowered I will say yes!
Humans are among the most numerous of the races though angels and demons are also a common occurrence. They are a sort of Jack of all trades their race is as they are known for practicing all walks of life. A human has the ability to utilize magic though not all humans have the same magical energy and theirs recharges at different speeds as well. Their physical abilities if trained to a peak condition are still quite behind a angels and a demons. Humans compensate for their lack of enhanced abilities though through their inventions. Humans invented the first firearm and cannon which gave them a fighting chance if they went into battle with an angel or demon.
Humans are also the easiest race to corrupt and persuade. While their minds are brilliant they are fragile and subject to all sorts of persuasion and disorders. This is what causes an unfortunate soul to strike a deal with a demon or ruin their life through addiction. As for appearances humans are also the most diverse with their hair , eye or even skin color being changed through magic with the humans of the empires known for going to the extreme. Humans also have the shortest lifespans out of the races usually dying around seventy to eighty years old and are unable to breath underwater.
The kings of the skies unmatched in beauty and grace Angels are a sight to behold when sailing. Though the Angel race is more common they are still rare compared to humans. They have enhanced reflexes and speed which give them an edge in close quarters combat. Their magical energy is almost always high yet they struggle with the more destructive aspects of magic and they regain it the slowest. Their culture sees using the humans firearms as shameful so when employed as a sailor most work as a lookout or just use a sword when boarding another ship.
Angels can often be identified by their wings which can vary in color usually corresponding to the angels hair. Their skin like humans can be any color but their eye color is always either silver or gold. They often take a aloof stance when dealing with other races as they pride themselves on their abundance of magical energy and fair looks. They often disagree with demons as Angels can be OCD about order and following the rules at times though this is not always true as angels and demons have been shown to have offspring and are unable to breath underwater.
Mischief rebellion and cruel deals are what makes up the demons. The demon race is the same as the angels when it comes to rarity and often enjoy the company of broken humans. They have enhanced strength and stamina which gives them an edge in bare knuckle brawling. The demons magical energy is low but recharged the quickest and is almost always destructive. They enjoy the use of all weapons and are often among the first to board another ship reveling in the chaos.
Demons are one of the more recognizable races with their skin being a pale grey as well as horns growing from their head. Their eye color usually ranges from red to black though just like humans it can be anything. They often have a cruel streak especially to people down on their luck though many demons try to control it. The demon race often disagrees with the angels as the demons prefer to be free with chaotic behavior which the angels hate. They enjoy making deals with people and often will tip the deal in their favor to screw over the person who fell into their trap they are also unable to breath underwater.
The Wave-Blessed is the trickiest race of the rp. While technically categorized as demi humans the blessing they receive slowly caused them to shift into something entirely different over time. They have no magical energy instead being "blessed" by the waves to embody a ocean animal and have abilities which are related to said animal. This being said these abilities often take a lot of energy to manifest and once manifested are usually unable to be used again for the day though some are passive. For example say a Wave-Blessed embodied the stingray, they could manifest a barbed tail in which had a venom on the end to use for battle.
Appearance wise almost nothing differs from the humans until they've embodied the animal for a year or two. Once this happens most blessed will begin to take on characteristics of their embodiment. For example say a blessed embodied a turtle , as time went on they might slowly lose hair or gain turtle like qualities. The oldest blessed have been said to look like a perfect unison or their embodiment and human. Among the races these are also the only ones able to breathe underwater though this also depends on how long they've embodied their blessing. For example a new blessed can only breath underwater for thirty minutes or so.
Magic is a mystical force which allows the inhabitants of this world to perform things that seem impossible. A man could make himself stronger with magic or breathe underwater or even light a while forest on fire. Magic often gives an edge in fights and if the magic user is experienced often since when faced against a bladesmen alone who does not preform magic. Magic also runs on magical energy which varies from race to race. This energy is what determines how powerful of a spell one can cast and the amount of spells they can cast before they get tired. High magical energy means powerful spell and more spells.
Remember the more powerful a spell is the more magical energy it uses. Magic is also usually categorized as a technique, the technique is unique to whoever is the magic user. These technique names are almost always sea related as well for example say your OC uses fire magic. Their technique could be called "blaze of the fire coral " etc. Magic can also be used anyway you want to the most common being elemental, healing, enhancing, necromancy etc.
Combat will be mainly narrative without stats and such. Combat scenes will also be to move the story along, side stories , character growth. I expect you to show as your character getting tired as they fight or use magic. Firearms once fired will take a post to reload and if a Wave-blessed your abilities once used only last for two posts minimum depending on how long your character has been blessed and won't be able to be used for the duration of the fight afterwards. Ship combat will also be narrative and will include boarding , cannons which once fired will take two posts to reload and the ship getting damaged.
a list of sailor superstitions and myths
Good Luck
1. A figurehead in the form of a naked woman, perched on the bow, calms the sea and her open eyes will guide it to safety .A naked woman on board was thought to be good luck. (guess they were hoping to get lucky) and later was changed to any figurehead This is the reason for naked figureheads. (on Bowsprit)
2. Swallows seen at sea are a good sign, as are dolphins swimming with the ship.
3. Tattoos and piercing are said to ward off evil spirits for sailors to wear gold hoop earrings was good luck
4. It's good luck to spit in the ocean before you sail.
5. Coins thrown into the sea as a boat leaves port is a small toll to Neptune, the sea god, for a safe voyage,
6. Horseshoes on a ship’s mast will turn away a storm.
7. Cats brought luck. If a ship's cat came to a sailor, it meant good luck.
8.A child to be born on a ship was good luck (probably not for the child) * this is where the term "Son Of A Gun" comes from
9. St. Elmo's fire is the discharge of static electricity from points on a ship, such as masts and spars. According to some superstitious sea stories, if one flame appears, it means bad weather is coming. If two flames appear, it means the weather will be clear.
10. Pouring wine on the deck will bring good luck on a long voyage.
Bad Luck
1. Women onboard brought bad luck(these are just the most well known we can obviously change certain ones like this one for the rp)
2. CUT NEITHER NAILS NOR HAIR AT SEA. Cuttings of nail and hair were offerings to Prosperine, the Roman Goddess of the infernal regions, and it would make Neptune angry to have offerings to somebody else made in his domain. Doing so would bring bad luck.
3. It is unlucky to start a cruise on Friday. This is the day Christ was crucified on.
*The reluctance of seamen to sail on a Friday reached such epic proportions, that in the 1800s the British Government decided to take strong measures to prove the fallacy of the superstition. They laid the keel of a new vessel on Friday, selected her crew on a Friday, launched her on a Friday and named her HMS Friday. They then placed her in command of one Captain James Friday and sent her to sea for the first time on a Friday. The scheme worked well, and had only one drawback ... neither ship nor crew was ever heard from again. HMS Friday is an urban legend and believed to be false
4. Never start a voyage on the first Monday in April. This is the day that Cain slew Able.
5. Avoid people with red hair when going to the ship to begin a journey. Red heads bring bad luck to a ship, which can be averted if you speak to the red-head before they speak to you.
6. Whistling - One widespread and universal superstition forbids whistling in the wheelhouse or anywhere onboard for that matter. Whistling onboard will raise a gale, hence "whistling up a storm".
7. Scottish Fisherman, landing a left boot rather than a fish is considered the ultimate in bad luck. Whenever a left boot showed up in the catch inside a trawling net, fishermen would instantly spit on it before tossing it back into the water. On the other hand, those same Scots considered the right boot to be a sign of good fortune. Coming up with a right boot in the net was looked upon as favorable and the boot would be fastened to the mast in the belief that it would bring good fortune to the fishing expedition
8. It is bad luck to name a ship for an engaged woman this will make the ship jealous.
9. Sailors believed that if a cat licked its fur against the grain it meant a hailstorm was coming; if it sneezed, rain was on the way; and if it was frisky, the wind would soon blow. 10. Killing a swallow, albatross, gull or dolphin will bring bad luck. Seabirds are thought to carry the souls of dead sailors
11. Priests are not lucky to have on a ship. They dress in black and perform funeral services.
12. NAME CHANGE It’s bad luck to change the name of a boat. but if you have to: write the soon-to-be-exorcised name on a piece of paper, fold the paper, and place it in a small cardboard or wooden box. Burn the box. Scoop up the ashes and throw them into the sea on an outgoing tide. If you live on a lake, do it at night and only during a new moon. River dwellers should send the ashes downstream.
13. Sailors believed cats could start storms with the magic stored in their tails so they always kept them well fed and contented
14. A rabbit or salmon found on board the boat was one of the stranger nautical superstitions, and would have prevented a fisherman from sailing that day.
15. Pigs Atlantic seamen in the West Indies had a bizarre superstition related to swine. Pigs themselves were held at great respect because they possessed cloven hooves just like the devil and the pig was the signature animal for the Great Earth Goddess who controlled the winds. As a result, these fishermen never spoke the word "pig" out loud, instead referring to the animal by such safe nicknames as Curly-Tail and Turf-Rooter. It was believed that mentioning the word "pig" would result in strong winds. Actually killing a pig on board the ship would result in a full scale storm.
16. When the clothes of a dead sailor are worn by another sailor during the same voyage, misfortune will befall the entire ship
17. If the ships cat approached a sailor and then went away, it was bad luck.
18. To see rats leaving a ship is bad luck
19. To name the boat with a word ending in "a" is bad luck
20. A black “sea bag” is bad luck for a seaman.
Death
1. It is said that a ship’s bell that rings without human aid is an omen of death.
2. Disaster will follow if you step onto a boat with your Left Foot first.
3. A stone thrown from a vessel putting out to sea ensures she will never return.
4. If a cat was thrown overboard, a storm and very bad luck and maybe death would follow.
5. The word "drown" can never be spoken at sea or it may summon up the actual event
6. A shark following the ship is a sign of inevitable death
7. Manta rays, also known as devilfish or sea devils, were feared as much as sharks, for sailors believed these sea creatures could attach themselves to a ship’s anchor and drag her under the waves to Davy Jones’ Locker.
(Note these are just the most popular myths)
Neptune- God/Lord of the sea ,sailors believed offering to Neptune would keep them safe.
Mermaids- Beautiful women with fish tails instead of legs. Mermaids were believed to be helpful and harmful often drowning sailors when trying to take them to their underwater homes.
Sirens- Mythical women who would lure sailors to their deaths by their voices which caused hallucinations.
Kraken- Giant octopus type monster known for destroying sailors ships.
Sea serpents- dragonlike serpents which lived in the sea and killed sailors.
Davy Jones - A fearsome pirate who when died when on to terrorize the sea as a ghost
Davy Jones Locker- The resting place for dead sailors and a euphemism for the bottom of the sea
Red sky at dawn- A Storm is coming
Red sky at dusk- No storms for the foreseeable future
Rules: 1. No godmoding/meta gaming 2. Please be respectful of me and your other roleplayers 3. Must write at least a paragraph 4. Take Arguments to DM's
Character Sheet: Character appearance: Character Quote: Name: Age: Race: Gender: Height: Gear: Backstory: Personality:
18+ for tobacco , alcohol use, slight gore and language