Sail & Sorcery World: The game takes place in the Aeterian Sea, a vast ocean dotted with islands of varying sizes. The people of this world have technology roughly equivalent to that of Earth in the mid seventeenth century. Sorcery is practiced throughout the Sea. Scenario: It is a time of anarchy. It has been three years since the fall of the short-lived Nogan Empire, which rose to power after a series of rapid victories over the many island-states of the Aeterian Sea. The empire's leadership was almost entirely eliminated in the Battle of Noga, leaving a massive power vacuum in the Empire's place. The once great governments of the various island-states have been left crippled and ineffectual after being conquered by the Empire, and no government is seen as having the right or power to control the people of the Aeterian Sea. Along with the time of lawlessness has come a time of outlaws, men and women seeking gold, fame, and adventure who will use the backdrop of a chaotic world to build their fortune. Character: Here's a template for your character Name: Sex: Age: Class: (see below) Physical Description: (you can include a link to a picture if you'd like) Background: (home island, economic background, etc.) Personality: Inventory: (weapons, tools, clothing, etc.) Skills: (select about three or four; this includes sorcery techniques) Element: (see below) Classes/Sorcery If your character is not a sorcerer, then his/her class is very flexible. Some examples are swashbuckler, sailor, rouge, or soldier, but you can invent your own as long as you keep it within reason. If your character is a sorcerer, you must choose one of the following four classes: Earth Sorcerer: Specializes in defensive sorcery and altering the physical properties of things, as well as increasing the strength and force of the sorcerer's physical attacks. Capable of things like energy shields and basic alchemy. Regains energy somewhat faster than other sorcerers, and is more skilled at learning the abilities more common for other classes. Air Sorcerer: Specializes in changing the physical attributes of the sorcerer. Capable of things like enhanced speed and agilty, and heightened senses. Also somewhat skilled with offensive magic. Water Sorcerer: Specializes in healing and life sorcery, as well as redirecting energy. Capable of things like healing by sorcery and redirecting enemy attacks. Regains energy somewhat faster than other sorcerers, and is more skilled at learning the abilities more common for other classes. Fire Sorcerer: Specializes in offensive sorcery. Capable of things like energy projectiles, fireballs and bolts of lightning. When performing sorcery, you use energy; energy can be replenished by meditation, sleep, artifacts, or (mainly for earth and water sorcerers) drawing it from the environment. All types of sorcerers are capable of learning abilities more common to other sorcerers, but they each have specialties. If you choose to be a sorcerer, you may choose a few techniques that your character is especially skilled in and include them in the skills section of the character profile. Every person in the world of the Aeterian Sea, regardless of whether he or she is a sorcerer, can be classified into a single element (Earth, Air, Water, or Fire); sorcerers tap this attribute to perform sorcery. Remember: sorcerers do not simply control the element they take their name from. Water Sorcerers cannot manipulate water, Earth Sorcerers cannot telekinetically throw rocks at people, and so forth. Two other classes are Alchemists and Shamans. These classes have no intrinsic magical abilities. Alchemists use artifacts and substances to create their desired effect. Alchemy is very technical and precise, and can only be learned through extensive study. Alchemists are capable of things like making pre-prepared energy missiles and changing the properties of an object (very skilled alchemists can gain the ability to turn lead into gold). They are loosely analogous to earth and fire sorcerers. Shamans use arcane artifacts and rituals to communicate with the spirit world. Like alchemists, shamans must study their art extensively to become proficient, and have no intrinsic power. They are capable of channeling spirits for things like curses, transformations, geasa, healing, and limited precognition. Shamans are loosely analogous to water and air sorcerers. These two classes are generally not as powerful as sorcerers, but depending on their knowledge of their art and the artifacts they possess, they can be more powerful than if they had the intrinsic abilities of a sorcerer. Register to remove this ad Islands of the Aeterian Sea: Noga: One of the most powerful island-states, Noga was the center of the Nogan Empire. It was once a major port island, but was reduced almost completely to rubble by the Battle of Noga. It has become an occasional roosting spot for dragons. Balsora: A large island, the port on Balsora is a major shipping and trading hub. Balsora's government still nominally exists, but its power to enforce the laws it creates is negligible. Mattara: An island well known for its farming and shepherding economy, Mattara has a relatively low and sparse population, and it has managed to avoid most of the chaos of the post-imperial world. Gorro: Gorro is a small island which houses the renowned Gorro University, a center of knowledge run by monks. It also has a small port. Rannakak: Rannakak is one of the Aeterian Sea's greatest ports, but unlike Balsora, it is totally devoid of law and government, and is run by criminals and pirates. It is a large island, and has a tall mountain in its center. Boña: A comparatively small island, Boña has a modest port. The island is well know for its high-quality manufacturers of ships. Kargaroc: Kargaroc is a large island with a saltwater lake in its center, which is accessible from the ocean by canal. There are many cities and towns built around the lake, and the island's economy depends heavily on the fish the lake yields. The greatest city of Kargaroc is Kharroc-Nur. There are many other islands in the Aeterian Sea, and these are only a few notable ones. You may invent an island for your character's backstory. Rules: The rules of the game are similar to those of any other RPG on the forum; Read and try to react to everybody's posts, no taking over other people's characters unless they ask you to, no ridiculously powerful abilities or ridiculously unlikely occurrences or the like, no taking the story in arbitrary turns that don't make sense, try to keep posts between 30 and 250 words, and of course "l'etat, c'est le GM". Setup Each character has found his way to Rannakak (you can elaborate on how in the background section of your character profile), and is looking for work. Fortunately, an elderly pirate captain named Elliot Snow has decided to retire from seafaring, and is selling his ship, the Renegade, to the highest bidder. It is a small ship made on Boña. It lacks firepower, but is very fast. The characters meet with Captain Snow in a pub, having found that if they pool their money they can afford to buy the ship. They have not met one another before today... Once enough people have joined, I will start the game. You can PM me with questions.