This is the charted world, and these are the only lands that you or anyone you've spoken of are aware of.
Welcome to The Pirate's Creed. What better to roleplay than a crew of pirates sailing the seas, pillaging, adventuring, seeking women and gold and glory? Have it in ye to watch yer back for traitors and find those who possess true loyalty to accompany you in the lawless seas?
Technology for this world would be about 1800's, AKA whatever I feel is okay. Cannons? Yeah. Pistols? Yeah. Rifles? They're pretty early in development and aren't that good.
There will be some magic in here, but not much. You won't be casting a fireball that's the size of an elephant, nor raising armies of undead. Imagine level 0 or level 1 spells from Dungeons and Dragons. That's about the highest level of magic you'll find (i.e. invisibility spells, magic missile, ray of frost, that sorta ♥♥♥♥). Of course, there may be some exceptions, and if you PM me a really well written character who has some magic, I'll be more inclined to let you keep the magic you wrote in.
If you want to join, send me a VM or a PM with your character and we'll talk. This thread will purely be discussion for the roleplay.
As far as how this will start out: We will all be a part of a crew that is a few days away from docking at Skullport. We just finished successfully pillaging a few of the settlements in the Zeadus archipelago, and the captain (an NPC) will be dividing treasure and will give us a few days to rest.
Here's a description of important places:
Zeadus is the human country, with their capital of the same name. It has a combination of hills, plains, and forests. Their capital by the sea bustles with activity and trade, but the large number of merchants and hands for hire also makes it ripe for crime and gangs. Luckily they have a strong military presence to deter all but the biggest gangs.
The archipelago to the south consists of about a hundred islands, with the largest three in the southwest having actual towns. The rest are uninhabited or only have small port towns.
It is ruled by King Farhad.
Skullport is the large trading port of this world, where all races are generally seen as equal. Humans, Dwarves, and Elves all get along, live, and trade here. There is not much in the way of law enforcement here and it's run more by the locals and pirates who frequent the port. Usually pirates will sell their stolen goods here and it's easy to find a customer. The northern and center parts of the island are one large town, while the southern half is a more sparsely populated countryside.
No established official, and any attempts are usually dealt with swiftly.
Alveraen and Balfalas are the two Elven islands. Long ago they used to be one nation, but due to time and the fact that they were two separate islands, eventually they split and became two sovereign nations. The split was peaceful and there are no conflicts between them. However Alveraen Elves tend to be more civil and live more organized, whereas Balfalas is a bit more anarchical and tribal. Most Elven pirates come from Balfalas.
Alveraen is governed by a council of twelve. Balfalas has no established ruler or government, and they prefer to keep it that way.
The other islands are governed by Alveraen.
Fjellheim is the Dwarven country. While the Dwarves may be found in other countries, they don't really appreciate other races being in their capital (they don't mind if you're in other cities or settlements). While they won't remove Elves or Humans, or outright attack them, they will be seen as a lesser race and may be overcharged for things. The Capital is in the mountains and a canal has been dug that connects it to Lake Dormir.
It is ruled by King Magnos Irvikrone.
The Northern Wilds are a lawless land where no known settlements exist. Many tales have been told about them: from it being inhabited by barbarians, to dragons and giants wandering freely. The people of Zeadus built a wall to protect them from it, but nothing has ever attacked it.
Siren's Dagger is where you'll find those souls who might only have one screw left. The bravest of the races come here to live, train, fight, and eventually gather like-minded individuals to sail into The Northern Wilds. The few who manage to return come back beaten and bruised, but usually with treasure. The ones who come back are revered as noble heroes.
It's also used as sometimes as a pit stop for crews sailing between Zeadus and Fjellheim. Elves are a bit rarer to find here.
The three islands are where most people live. The island to the south has no established settlements, but people who wish to brave The Wilds usually test their survival abilities against the terrain and beasts that live there.
In addition, there are various islands found throughout the sea, but they're not all that large or have anything of real value. At least, not as far as the general population knows.
The races are Dwarf, Human, Elf
I'm a huge Tolkien fan so imagine them being as such. Dwarves are short, stocky, love to drink, are strong. Humans are, well, humans. Elves are tall, slender, agile, graceful.
For your profiles:
Country/island: (Any but The Northern Wilds)
Abilities: (combat abilities, social skills, etc. If you have any magic, include it here.)
Inabilities: (any disadvantages your character has, be it combat or social or whatever)
Appearance: 4 feet tall, scraggly brown hair and a short beard, blue eyes, fairly ugly (ears are too big, mouth is too wide, nose is large and flat). Wears pitch-black armor that looks like it was scorched that way, and carries a shield and axe combo adorned with grey fur and designed after wolves and crescent moons
Abilities: Wears heavy armor and uses a large shield, so he is extremely well-defended, though he finds it somewhat hard to move at times. Being a dwarf, he can see perfectly in the dark, he is extremely skilled when it comes to working stone and metal, and he is incredibly durable. When he is wounded, an iridescent blue liquid fills the haft of the axe, and when he is near death, it fills up completely, and a blue faerie fire leaks out of the notched edge of the axe as if it is crying blue tears. If, in this state, he touches his axe to his shield, they combine into a massive war pike which allows him greatly increased attack power and a longer reach, but leaves him more defenseless than before. In dire situations, this axe can, independent of Glanunt's wishes, spew a massive plume of bright blue fire and/or create a solid wall of fire around himself for a short period. He can also enter a "defensive stance" which forces him to stay in one place, however, he is granted additional strength, defense, and stamina in doing so. This defensive stance can last for up to two minutes before he becomes exhausted.
Inabilities: He is unable to move quickly, he isn't very smart, he's horrible with people, and as a side effect of owning his axe and shield, he has to be the last one to leave any battle, even if it costs him his life. He is bound by his weapon to be a true defender; the last one to retreat.
Known Languages: Common, Dwarven, Elven
Personality: Doesn't give a damn about politics, race, or whatever, though he does have a particular dislike for gnomes because of a singularly troublesome gnomish bartender he had a run-in with in his earlier years. Fairly jovial, and rarely gets angry with anyone except his enemies. He doesn't like to take sides, but he is a very honorable dwarf who will always stay by his word. His main personality flaw is an insatiable greed; if money is involved in any way, shape, or form, he will never rest until it is his, consequences be damned.
History: Grew up in the mountains an orphan, as he lost his parents in a civil war. He was raised by a kindly elven couple who were hiding out in a cave, and besides the crushing poverty, he had a good childhood. When he was old enough, he donned an old suit of armor he had scavenged off of a passing merchant and set out to earn enough money to be able to move his foster parents to Alveraen, where they were headed when their ship was raided by pirates and they were forced to live in the mountains of Fjellheim instead, near the city of Jochaberg. In his initial quest for riches, he travelled continents away to a land where a war was being waged between the metallic and chromatic dragons. He sided with the metallic dragons as a mercenary and earned a great deal of money in his travels, though in his first battle he had a close encounter with a rather massive fireball which scorched his whole suit of armor. Soon thereafter, he found his axe and shield, which led him to victory in many battles where others would have easily failed. Near the end of the war, he simply vanished, only to reappear five years later, stubbornly refusing to talk about anything that happened. In his sleep, though, one can hear him muttering about blinding flashes of light and strange, deformed creatures. Since then, he's returned to Fjellheim in search of work as a sword-for-hire.
Appearance: She has short red hair which is usually sticking up at all different angles. The word 'comb' is not in her dictionary. She has emerald eyes and she wears black pants and brown steel toed boots, and a white button up shirt with a black vest and a long dark brown coat over it. She wears a pair of black gloves which have metal at the knuckles. On her left hand is a sapphire gem with a mount in silver. It is a Diminishing Stone. (See outline of powers below.) She is flat as a board, and everyone (except for the crew) assumes she is a male.
Combat Abilities: She carries around a four foot long steel sword at her waist, and has a small knife hidden in her boot. When she loses either of those weapons, her gloves double as brass knuckles. She excels at short range combat, and doesn't fight fair, always going for the cheap shot.
She isn't that powerful, but what she lacks in power she makes up in speed. She is incredibly agile, and always has the upper hand when in hand to hand combat. However, once long ranged weapons and fighting are brought into the mix she gets royally screwed. As such, when that happens she resorts to guerrilla tactics.
Social Abilities: Whenever they land on port, she always manages to get at least one gay guy or straight girl to hit on her, although the numbers are usually higher. Once this happens, she can get this person to do anything for her, although she hates doing this because she hates leading people on. But if the situation calls for it, she'll do it without a second thought.
Detect Magic: Detects spells and magic items within 60 feet
Dancing Lights: Creates torches or other lights
Mage Hand: 5 pound telekinesis
Mending: Makes minor repairs to small objects. Should NOT be used to heal wounds, as Rowan found out.
Message: Whispered conversations at a distance. This is a telepathic ability which Rowan needs to form a connection to. When she is listening to group thoughts, it gives her a pounding headache which is akin to a hangover, and if she wants to talk telepathically to somebody, she can only do it to one person at a time.
Endure Elements: Exist comfortably in hot or cold environments. However, this does not mean she'll be comfortable in a volcano.
Obscuring Mist: Fog surrounds you
Comprehend Languages: You understand all spoken and written languages
Detect Secret Doors: Reveals hidden doors in 60 feet
Jump: Higher jumping ability
Diminish: This ability comes from the stone on her left hand. It glows a bright blue when it can be used, and can only use it 10 times a day (no carry overs) with an hour between each use. When its in a "recharge" state, its a dull sapphire with little to no shine. In order to use it, the sapphire must come into direct contact with the person. (Rowan prefers to use the method of the ♥♥♥♥♥ slap to satisfy this requirement.) Even then, the spell can only work if the person doesn't have the mental presence to fight against it. If it does work, the person will shrink to a size in inches as they are in feet. For example, if a person is 5 feet tall, they will shrink to a size of 5 inches tall. This spell only lasts for 10 minutes.
Note: With the exception of Diminish, Rowan's eyes glow an eery blue when she uses magic. When it comes to Diminish, the stone gives off a brilliant blue light, and if the spell is successful, the person will glow blue before shrinking.
Guns: She thinks firearms are 'stupid' and as such refuses to use one. Of course, this is just to hide the fact she has no aim what so ever. She also hates the fact she can't exactly dodge gun bullets.
Sexual Frustration: Because she looks like a guy, she is constantly hit on gay men and straight girls all the time. Nobody outside of the crew believes she is female.
Personality: She is cocky in her abilities and if she can't do something, she does her utmost to hide it. The only reason she knows the magic she does is to make her life easier; she is incredibly lazy and the less effort she has to put in by herself the better.
She is blunt, and to the point and never stops to think on how her words may effect other people. She hates being looked down upon, and if she knows she is getting discriminated against, she starts a fight. This has landed her into more than one sticky situation.
She is a bit selfish, and tends to do things if they will benefit herself in the long run. Although, she has a soft spot for impoverished children especially if they remind her of herself when she was younger.
She has an odd filing system for her possessions, and nobody can make heads or tails of it. However, if somebody moves or even touches something of hers, she will know.
History: She is the youngest child of 10 children, and as such had a hard life growing up because at a young age she had to do a lot of work to support her family. Because she was the youngest, she had to work hard to prove she was worthwhile to keep around.
She joined the crew when they docked in their port when she was 15 and never left them since.
Sig by Caleb
Rakshael: if I know one thing about Ruki, it's that she'll prove you wrong just for the sake of saying she did it BA Characters
Country/island: Born in Fjellheim, but moved to Skullport when she was a child.
Physical: Fardis is a short, stout woman. She has green almond-shaped eyes and brown hair, which she loves to style in different ways depending on her mood. Her mouth is almost always stretched into a smile, showing off the gap between her two front teeth.
Clothing: Although she was warned not to keep valuables with her on a pirate ship, she ignored this advise in order to keep her feminine appearance. Fradis has a selection of skirts, blouses, and a variety of accessories to adorn herself.
Combat: Fradis has no formal combat training, but she is not above using her lute as a weapon. She is also proficient at throwing knives, but has yet to use it outside of a tavern setting.
Bard: Music has been an important part of Fradis' life ever since she was a baby and her mother sang her old war hymns. She loves to sing, dance, and play instruments. The fiddle is her favorite to play, but when not on the ship she will carry her short-necked lute. (It makes a unique sound because of the strips of protective metal wielded onto the sides.)
Good with Money: Thanks to her experience with her father she understands how to speak money. Fardis has an idea of what things are worth, and when merchants are asking too much for something. She can also keep an eye on the books to make sure no funny business happens.
Naive: Due to Fradis' rather sheltered life she has never really experienced the worst in people. She is optimistic to a fault, and it would take hard proof to convince her conditions are bad.
Lack of Sea-Legs: Fradis isn't a strong sailor, and will never be a strong sailor. She accepts this, and seeks to make herself useful in other ways.
Personality: Fradis is an open book. She is proud to be who she is and will laugh at anyone who says she shouldn't be. She will always look for the good in a situation, and is over all a happy person.
Her desire in life is to travel the world and experience as much as she can before she dies.
History: Fardis was born into the merchant class. Her father sold fine jewelry and her mother was a silver smith. They were well off in Fjellheim, but when her father purpose the idea of increasing trade with other countries the rest of the merchant families began to treat them as outcasts. His proposition to introduce “inferior goods” into the Dwarven market felt like a slap in the face to traditional value. In order to prove them wrong they left the country and moved to Skullport, due to its active trade between all three races.
Fardis was six years old when the move took place, and ever since then she has been enamored with the life of a pirate. When she got older she spent a lot of time in the taverns, asking the sailors questions and listening to their stories.
One day when she was watching her father's store, a pirate walked in and tried to sell her an antique pistol which he claimed was worth a small fortune. She refused the price and offered two coins instead. The pirate became furious and created a ruckus. A pedestrian entered the store to try and help alleviate the problem. He asked what was going on, the pirate explained how the dwarf was trying to cheat him out of a fair price. Fardis defended herself by challenging the pirate to try and shoot her with it. He tried, only to find the trigger did not budge. She laughed and explained the pistol was nothing but a stage prop as the metal was of poor quality and tool markets were visible. The pirate left in a huff, taking his prop with him.
Impressed by Fardis' eye for detail, the pedestrian asked if Fardis owned the shop. She explained her situation and her part in the shop. Once satisfied she could prove useful in the future, he revealed himself to be a captain and asked if she would like a job on his ship. She, of course, said yes.
Um...Tank? Old war hymens? I didn't know you could sing with those...
Also, bards generally know some magic in terms of what their songs do (there's a whole branch of bardic magic) so you might wanna figure something out in terms of what he knows, if anything. You know, just to clarify things beforehand.
Age: Mid-twenties, thereabouts. (She never bothered to keep track.)
Country/island: Hails from Skullport.
Appearance: Ash stands at an average height of around five and a half feet but wears clothes that look like they'd be more suited to someone much taller. Her baggy brown trousers are rolled up at the cuffs and held up with a knotted rope and her loose brown jacket has its sleeves rolled up, but her boot-shod feet are still mostly hidden and her hands are only visible when she lifts her arms up. Under the jacket, which is never fastened shut, she wears a white shirt.
All of that extra room inside of her clothes gives her plenty of space to store all of the bombs she seems to procure out of thin air whenever she needs them. A pair of flintlock pistols hang from straps around her shoulders, holstered down by her sides for quick access, and a long machete is tucked through the rope around her waist behind her back. Around her neck, hanging from a thin chain, hangs a large convex lens—a burning-glass, used to start fires. Her left hand is almost always equipped with a firesteel from her tinderbox, which she can use to light her bombs by striking a piece of flint (one of her pockets is full of them) against it.
Ash has long brown hair, which is always a terrible mess, and bright green eyes, which are always covered by a pair of glasses with thin metal frames and large, round lenses. Her eyesight is terrible even with the glasses and without them she can hardly see three feet in front of her nose. Her face and especially her hands are almost always covered in black soot.
As the old saying goes, if you play with fire you're bound to get burned. Ash has played with fire more than most and has the scars to prove it, mostly on her hands and arms but also a few obvious ones on her face and neck.
Abilities: Ash has a dangerous and unhealthy fascination with fire and explosions and has spent a great deal of time learning how to start them quicker, build them bigger, and burn them hotter. A bit of a chemist, Ash makes her own black powder, sometimes mixing up the recipe with other chemicals for fun and profit, and constructs her own bombs. She knows a hundred different ways to start a fire in a pinch under any conditions and always carries around a tinderbox and a burning-glass at absolute minimum.
Although she carries around a pair of flintlock pistols (which she likes to dual-wield, despite the impracticality) and knows how to use them, she isn't much of a crack shot—partially due to her terrible eyesight. She prefers to use bombs and explosives, which don't need to be aimed so much as just tossed in a general direction. Ash also has a machete, which serves mostly as a tool but also as a backup weapon for close-combat situations. She isn't a swordfighter though and only uses it as a last resort, making quick and heavy but poorly-placed chops with it.
When it comes to fighting, Ash stays back as much as she can and just tosses her bombs into the fray. She has a frightening variety and inventory of bombs on her person at all times, seemingly being able to pull numberless bombs of all shapes and sizes out of her clothing on demand. If she gets herself into too much of a bind she'll release a few smoke bombs and retreat.
Inabilities: Ash is not much of a close-combat fighter. Her bombs are too dangerous to use up close and she isn't very skilled with her pistols or machete, so she'll usually try to retreat from close quarters to avoid being overpowered. Luckily people tend to avoid her in fights, as those who get too close have been known to come away missing fingers and often on fire.
Ash has a very one-track mind which, while not exactly unintelligent, seems to have stopped developing somewhere around her tenth birthday. She tends to be ignorant to anything that isn't currently riding her train of thought and doesn't know much about anything outside of fire starting and explosives. For these reasons, she really isn't very good at negotiating or dealing with people.
Personality: There's nothing that Ash likes more than pyrotechnics and everything involved with it. Fire, bright light, loud sounds, heat, smoke, sparks, explosions, the smell of sulphur, etc. She can get very involved with her work and it's the one place that she's the most focused. Outside of pyrotechnics, her mind tends to drift and wander and she has poor concentration and is easily distracted.
Ash is naïve and childlike and, although that often makes her appear stupid, she often surprises people with unexpected displays of wisdom or intelligence. Despite appearances, Ash is generally well aware of her current situation and the consequences of her actions. She seems to toss explosives somewhat randomly but in reality she carefully considers each and every throw, placing bombs exactly where she thinks they will be the most effective.
Despite her nefarious line of work, Ash has a very friendly personality and tends to get along well with other people. She also likes to talk. A lot. About nothing in particular or nothing at all. The crowd of rough and tough pirates she usually hangs around with often find her behaviors and mannerisms, which are anything but rough and tough, annoying. Ash doesn't mind them though.
History: After accidentally burning down her own house Ash and her mother ended up living on the streets of Skullport. As Ash's father was a pirate he was always out at sea, raiding and pillaging. Ash wanted to take after her father and become a pirate as well, so she spent a lot of time down at the docks, learning whatever she could glean from the sailors and mariners and eventually taking small jobs here and there.
Once her hobby of making bombs became more widely known (especially after an incident in which her explosives made quite an embarrassment and out of a crew of privateering mercenaries who were bothering some of the many local pirate groups) Ash had no trouble finding jobs, as people would specifically seek her out for her craft. Eventually she was able to afford to buy a new home for her mother.
Now, finally the pirate she had always wanted to be, Ash is out to make her own fortune.
"Don't pray for us
We don't need no modern Jesus
to roll with us
The only rule we need is never
The only faith we have is faith in us."
- index / codex / annex
Appearance: Lanaezara stands at 6 foot six, and is very slim. His straight black hair comes down to his mid back. He has a scar that's about an inch long on his left jaw. He wears dark brown leather jerkin and pants. He wears black boots and black archery gloves. He has two shortswords on his belt and his bow on his back. In towns he wears a dark green, hooded cloak that covers most of his face.
Abilities: As an Elf, Lanaezara is quick, and his speed in hand to hand combat is impeccable. He can cut an enemy's belt before they even touch their hilt. He also has excellent vision and is well trained in survival tactics and using his senses. But above all he is a master archer. He has a finely crafted longbow that he had made by a village elder in one of the Elven islands. With his skill and the bow's magical ability, any target within a few thousand feet he can hit accurately.
Inabilities: Lanaezara has spent most of his time either in the wilderness or on board ships. He doesn't possess much social skill and would rather fight than be diplomatic. His arrogance means he will often be reckless and possibly endanger himself and allies. Languages: Elvish (Balfalian dialect), Common.
Personality: He is not a people person, and is more of a lone wolf. He doesn't like to lead and will follow orders as minimally as possible. He is a thrill seeker and would gladly take the hard way out of any situation. His unpredictability can cause others to be hesitant to befriend him.
History: Lanaezara grew up on the island of Balfalas and spent his childhood and part of his adolescence here. For approximately twenty years he grew up with his clan and learned how to hunt, shoot, fight, and live off the land.
However, the clan soon grew tired of him. He would climb the highest trees and jump into the lakes below. He would fight two, three, or even four panthers at once. It got to the point where he was seen as more of a hazard than as something beneficial, and so he was politely asked to go elsewhere.
He found his way onto a ship as a hired hand and spent the next ~80 years sailing the seas. For the most part he worked with various Captains until they eventually died, either naturally or in combat. He spent roughly five years at one point living in the southern island of Siren's Dagger and made visits to the towns up north, feeding his addiction for adventure and conflict.
Five years ago he joined up with a crew and has stuck with them since.
Language spoken: Common/some dwarf (dwarven was used as arena slang)
History: Rak was born as the only son of a wealthy but disinterested merchant living in Skullport. His father left him completely to the care of his mother, often abandoning his family for months at a time with no prior notice. At the age of 7, a gang of thugs broke into his home, killed his mother and took him to sell as a slave. He was shipped to Alexandros, Zaedus, where he was auctioned off to a gladiatorial arena. There he was given a harsh schooling in the realities of combat, barely surviving his first year. During that year a he lost a match to a cruel elf, who instead of mercifully killing him, began to torture him, and cut out his tongue so that he could not cry out for help. He never forgot that experience, or lost a match afterwards, fully realizing the consequences. He grew to become the most skilled gladiator in Zaedus, learning swordplay and martial arts from foes he faced and killed. Eventually he was able free himself from his cruel existence by earning the mercy of the King (and because he slew half of the arena guards trying to escape) at 15. Rak left Zaedus for the Northern Wilds, returning two years later with the blessed sword Exxacus and a strange medallion. Hired by the captain at the Alexandrian tavern, where he frequents, not ever to drink, but where he gets bodyguarding contracts.
Abilities: Extremely skilled in close combat and bladework. Has lightning reflexes and a finely tuned sense of awareness. Always alert, he sleeps lightly and is nearly impossible to take by surprise or intimidate. Has never lost a one-on-one duel with man, beast, elf, or dwarf since that fateful day. Left-handed.
Inabilities: Cannot speak, his tongue being cut out (he understands speech just fine, some would say he was very intelligent). Has difficulty making friends, due to his scars and inability to effectively communicate. He does not know of any talents he might possess, other than fighting, due to his... different childhood. Despite being perhaps the best swordsman in Zaedus, he has no experience whatsoever with ranged projectiles.
Personality: A loner, Rak is not a very trusting person, especially towards males, who he has been cast aside and despised by since his childhood. If he made a friend (most likely a non-romance with a female) he would, however, be very loyal and trusting. Very protective of Exxacus and the medallion. Becomes angry if he sees any violence or abuse towards innocents or children. Mature for his age however, having seen and survived much has given him both wisdom and determination.
Appearance: Rak wears brown boots reaching up to his knees; rather baggy tan pants tucked into his boots and held up by a leather belt; a tan long-sleeved shirt; a large dusty-green poncho over it, which bears some white embroidery at the edges and a symbol of a phoenix (also white) in the center; and a pair of black gloves, with metal knuckles, and the ends cut off for tactile sensation. He carries Exxacus, the blessed black katana, at his right side, in a black sheath. It is unknown if he carries any headgear for colder weather, or any extra blades underneath his clothing. In his brown leather satchel he carries a canteen, a day's worth of rations, a few gold coins, and a pair of gauntlets. (underneath his boots are also metal shin-guards. He is of average height, possibly a little short, but he's not quite done growing. Very lean and muscular, Rak would be handsome if not for his many battle scars. Black hair, not unkempt, but not combed either; average length.
I'm going to start this sometime tonight and I'll link to the new thread here. We'll keep all out of character discussion here.
As far as the plot I have so far: We're somewhere between the Zeadus archipelago and Skullport when we begin, and we come across a ship that the Captain decides to ransack. It will be successful and we still have a few days before making port. This would mainly be for character interaction and getting an idea of how our characters interact. It seems most of our characters have been on this ship for at least a few months, and so we'll use this time to establish our relationships to each other.
Once on Skullport the Captain, his first mate, and a couple of NPCs will go off to do their own thing. Word gets back by sunset that they've been held hostage by a rival crew. It's really up to us to decide what we want to do from there. Save him and bring him back? Go to "save" him, but fail, so we take over? Elect another captain? Find another ship? Aren't all the possible outcomes awesome?
All the possible outcomes are awesome. Glanunt's going to go with whatever makes him the most money
Also, would it be alright if I tweaked Glanunt so he takes off the armor while on-deck and not preparing for a ransacking? It just kinda makes sense to me, and it would also force him to don his armor as fast as he can if there's a surprise attack.
Yeah, I would assume that your characters wouldn't be in heavy armor and such while we're sailing. Wouldn't really make sense given that you're likely either off duty or helping the ship in some way (i.e. sailing, loading cannons, repairing planks, etc.)
1) How does Whisper work exactly? Is it Rowan's voice in a person's head or ear?
2) How does Rak communicate?
The reason I asked this is because it seems in Rowan's attempt to be lazy, she is the only one who has magical abilities. I was wondering if she has the ability to communicate with Rak in ways others cannot. Also, it seems I'll be playing radio.
Rowan will do the thing which is most beneficial to her in the long run.
Also, what is the captain's personality like?
Sig by Caleb
Rakshael: if I know one thing about Ruki, it's that she'll prove you wrong just for the sake of saying she did it BA Characters
Rowan can talk with Rak through Message, which (correct me if I'm wrong) is a form of telepathy. In fact anyone with telepathy can talk with him and receive audible (only to them) response. He has a well-known reputation as a contracting bodyguard and mercenary, so most people just showed up with a pre-written contract, and didn't really bother with him other than giving him instructions. He's been kind of ignored his whole life unless he did something very audacious to garner attention, so he hasn't needed come up with any other ways to converse, except perhaps in writing. That will most likely be a challenge he has to overcome if he is to continue for an extended period of time with a group.
TL;DR: he can write and telepathically converse.
Edit: Rak has a contract with the captain, who pays him, so he'll go and attempt to rescue the captain regardless of what everyone else decides to do. I know that's a ways off, but still.
I thought it was telepathically. I just wanted to make sure.
Also, Rowan will help under these conditions:
1) If keeping the captain would be more beneficiary then to getting a new one. (So, if she despises the Captain because he is a complete and utter bastard, she won't help.)
2) The fact that they will owe her for saving them.
3) Possible raid of rival cargo = more stuff for Rowan.
Sig by Caleb
Rakshael: if I know one thing about Ruki, it's that she'll prove you wrong just for the sake of saying she did it BA Characters
The way Message works is it's almost telepathic. Have you ever been in one of those whisper chambers where you barely talk above your normal breathing and the other person still hears you as loud as day? It's exactly like that. You point at your target to establish a connection, and then the two of you can whisper to each other and hear it as clear as day. The downside of this is Rowan has to establish the connection; nobody else can do anything other than indicate they want to talk with her.