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. 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.
Name: Ryan Whitecastle Sex: male Age: late 30's Class: ex mercenary/really crap fire mage (hope thats ok) Physical Description: average height at 5"9 he has the strength and fitness that comes with being a mercenary. square jaw with a short but full beard - stops the bugs biting - crooked yellow teeth and a nose broken many times from combat and pub brawls. a few scars here and there across his arms and chest but nothing too ugly or maiming. (the kind of guy you don't leave your kids with) Background: trained as a soldier before the fall of the empire he became a mercenary to help transport goods from one island to another, he considers himself a good fighter and sailor and only occasionally lets his ego get the better of him. as times got more desperate and dangerous he threw the job in to seek his fortune across the sea, where he now finds himself buying a ship with people he doesn't know. no wife or kids. doesnt like to let on that he is capable of fire sorcery as he is very limited. Personality: sharp eyes and a cool head have kept him alive thus far, but not without developing a dark sense of humour. he is a leader and as such assumes command in hot situations usually without too much fuss. Inventory: long sleeve shirt with a thick leather vest and leather wrist guards as his only form of protection. one large hand-and-a-half sword across his back with a lighter, thinner sword on his left hip. a curved dagger on his right hip and a smaller one in his military boots. a leather ruck sack with a loop of rope that attached from the top to the bottom which he wears on his right shoulder. Skills: can light a campfire with sorcery and that's about his limit. sword play and hand to hand combat. creeping people out with is foul smile. drinking incredible amounts of ale. Element: fire
Name: Gwendolynn Alfjies Sex: Female Age: Early twenties Class: Earth Sorcerer, ex-professional sheepherder and expert tomato grower. Physical Description: Tall, about 6"1. Is tanned and callused from tending sheep and farming. Looks more like a sailor than a tomato grower who enjoys her work. Her hair is long, tied in a ponytail with twine (because she couldn't be bothered to cut it). She has sharp cheekbones, and probably looks like that hitch-hiking, tent-making, wilderness-braving aunt that drops by every Christmas and forgets to call on your birthday. Background: As one might (or might not) have guessed from her appearance, Gwendolynn is from Mattara. She lives there with almost all of her family, some cousins-thrice-removed having moved to more exciting places. Since Mattara has such a sparse population, it's very tightly-knit, and so there is not really a need for money. They exist through the system of "Your sheep for my bunch of grapes" or "A drink for a smile, sweetheart", and so Gwendolynn, when she travels to Rannakak, finds her old system extremely useless. At first getting by with the little cash she got from advertising herself as an Earth sorcerer (which was actually very hard as there were Earth sorcerers aplenty running amok in Rannakak), she eventually gives up and finds a job in the local pub, where she works as a barmaid, in exchange for a roof over her head and a little extra cash, which she diligently saves up each month. Personality: Is awkward and naive, due to her sheltered upbringing. Rather rash at times, her philosophy is "Jump first, scream, and then think about the ways to save yourself." When riled, she will be prone to verbally attack first before thinking things through, usually saying things that she doesn't really mean. Generally, she is optimistic, and has a tendency to babble. Inventory: Her weapon(s) of choice are a dagger (bought from a rough-looking fellow on the street), a staff (a farewell present from her great-grandparents) and her fists. One battered book, passed on from generation to generation, regardless of whether they need it or not: "Evangewicke's Guide to Basic Alchemy, Starter Edition". She favours long-sleeved, loosely fitted shirts with billowy sleeves, dark-coloured trousers (long skirt for work) and wears her sheepskin boots-another farewell present from her family. Skills: She is generally adequate at defensive sorcery, but lacks practice in basic alchemy. While not particularly skilled in hand-to-hand combat (as she had learnt her 'moves' from wrestling with her relatives and sheep), the strength in her attacks usually make up for her lack of skill. She is also proficient at gardening. Element: Earth
Is playing an alcoholic juvenile delinquent alright? Name: Laredo Morgan Sex: Male Age: 14 Class: Shaman, theif, all around scoundrel Physical Description: He's short as he hasn't hit his growth spurt yet. Black hair, Blue eyes. His hands are callused as though accustomed to physical labor. His skin is tan from constant exposure to the sun. If anyone else is nearby, in the hottest weather he will not remove his shirt, nor will he take it off if drenched. Background: Laredo speaks with an accent from Balsora. His coin purse has only a few coppers. When asked about his past, he gives only vague and evasive answers. (GM can ask and actual info will be given). Personality: Laredo doesn't trust anyone. He's immediately suspicious of anyone that speaks to him. If asked for help solving a problem, his first suggestion is almost always something violent. He has also discovered an unhealthy fondness for alcohol. Inventory: A butter knife that's been sharpened to a point and a cutting edge. Two coin purses filled with sand. A bottle of corn whiskey Not enough copper coins to buy another bottle A pair of boots that do not creak when he walks Lock picks A silver spoon with the spirit of a major domo bound to it. Skills: Pickpocketing. Lock Picking. Very basic communion with spirits (not at all skilled at it). Element: Wind
Name: Bentolo Giovanni Sex: Male Age: Early twenties Class: Air Sorcerer Physical Description: Although not especially handsome by nature, Giovanni has many qualities currently in fashion; pale, soft skin, and an imperious expression. The problem with this is that in the crime-ridden streets of Rannakak, he stands out as an easy target. He is slightly built and poorly muscled. Background: Bentolo was born to Giovanni Andrea, a rich businessman from Boña, and an actress whom Giovanni had an affair with. He was brought up in a life of luxury with servants to act out his every whim - everything was provided for him, from silk clothing to a good (and expensive) education. But Bentolo wanted more. He wanted his father's business, which he knew wouldn't be passed onto him until his father's death. Unwilling to kill his father, but desperate for wealth and power, he spent the last of his savings in order that he could embark on a voyage to get hold of them, and soon arrived at Rannakak... Personality: Arrogant, excessively proud, power-hungry, and extremely bad with money; perfectionistic, applying his high expectations of himself to others and getting angry when they disappoint him. On the flip side, he's extremely good at what he decides to take up precisely because of the impossible standards he holds himself to. Inventory: Duelling sword, a duelling pistol, a stilletto, a purse of moneys, a bag of lead balls (for his pistol), a bag of gunpowder, fine silk clothes, hardened leather boots, and three sheathes - highly decorative ones for the sabre and pistol, and a small, nondescript piece of leather for the stiletto, allowing it to be secreted easily up a sleeve or in a boot in case of emergencies. Skills: Fencing techniques, having lots of money, Jolt (Produces enough electricity to make someone go limp for a brief period [NOT kill them, but if applied to head for several seconds without interruption, would knock unconscious] - can only be applied to objects in direct contact with his skin), Move (Moves one object with a Force of 25N at a maximum distance of around 25m without touching it; each metre the object is away from him reduces the Force exerted by 1N) Element: Air
Name: James Fairbanks Sex: Male Age: 24 Class: Alchemist; Rouge Physical Description: Medium height, brownish-blond hair, blue eyes. Wears a red vest, brown pants, an off-white shirt, boots, and a woven cap. Has a very short beard. Background: Fairbanks was abandoned by his parents as an infant, and left in the care of the monks at Gorro University, where he learned basic alchemy. He stayed there until age thirteen, when he chose to leave and make a life on his own. He moved to Balsora when it was under imperial control, hoping to find an alchemist to be apprenticed to. He ended up unemployed and living on the streets, where he met James Flynn. With Flynn, he worked as a con-man and occasional thief, all the while improving his alchemy skills on his own. After the fall of the Nogan Empire, he and Flynn pulled a con on a powerful warlord, stealing several large diamonds from him. They were briefly captured by the warlord, but escaped and faked their deaths. Wanting to get out of the area, they moved to Rannakak. Personality: Fairbanks is friendly and confident, and can occasionally talk too much; he has a likable demeanor, is constantly optimistic, and trusts anyone unless he has an explicit reason not to. He prefers to avoid a fight, but can keep a cool head in dangerous situations. Inventory: Keeps a wide array of supplies for alchemy in a cylindrical case one his back, as well as many pre-prepared vials of liquids and powders which, when shattered, act as explosives, smoke-bombs, or a variety of other tools and weapons. One of his specialties are small bottles which, when opened, launch small balls of fire. He also keeps a dagger and pistol, but is unskilled in close combat. Skills: Making bombs and other devices; general alchemy; some sailing ability. Element: Air Name: James Flynn Sex: Male Age: 25 Class: Rouge; Marksman Physical Description: Medium height (taller than Fairbanks), dark hair, brown-green eyes. Wears a vest, a shirt with rolled up sleeves, dark pants, boots, a leather belt, and a red bandanna. Has a beard and mustache. Background: Born on Balsora, Flynn's parents were killed by Nogan troops during the invasion of Balsora when he was about six. After his parents deaths, he lived on the streets as a thief and con-man, meeting James Fairbanks around age fourteen. After the fall of the Nogan Empire, he and Fairbanks pulled a con on a powerful warlord, stealing several large diamonds from him. They were briefly captured by the warlord, but escaped and faked their deaths. Wanting to get out of the area, they moved to Rannakak. Personality: Flynn is stubborn, cool-headed, and practical. He is friendly, but not to the same extent as Fairbanks. He enjoys getting into bad situations and working his way out of them. Inventory: Carries a medium-length broadsword, a pistol, a rifle, throwing knives, and a boomerang. Skills: Is capable of sword fighting, but not at all skilled; an excellent marksman with all of his range weapons. Element: Earth A picture (click for fullsize): Also, we have enough characters to begin the story now, so I will do so soon. New players can join at any time. __________________
Elliot Snow looked around at the six people seated at the table. Most of them seemed decent enough folk, and he had decided even before the lengthy haggling session that had just concluded that they were the people he wanted to sell his ship to. "Then it's decided." he said "Two hundred and forty aurei for the Renegade. If I'm not mistaken, that's one-thousand denarii from each of you. Any objections?"
Laredo stared blankly for a moment, then gave his coin purse an experimental shake. A disheartening thud answered. He'd only been at the table because the old captain had been buying drinks during the negotiations. "A thousand denarii, huh?" Laredo began to ease himself out of the chair. "I haven't even seen this floating bucket."
Ryan looked at the group as the old man told them the price, 1000 denarii was what he earned as a mercenary for a week or two protection - although, these times were hard and merchants were willing to spend big to see their cargo safe. From the corner of the table he noticed a scrawny boy of no more than 15 peer into his mug as though it was bottomless. there was no way an urchin child could afford such a high price. many things went through his mind such as how valuable a sure friend would be on the voyage, and how this missed chance will not change the kids' life that much. and just before discussion broke out over the price Ryan spoke "i shall pay for the runts fair if he wishes to join this party." the boy looked up with a glance that spoke of ' i dont want your alms' and 'sorry? what?' "there are a few conditions of cause. first condition; your arse is mine" then smiled a terrible yellow smile.
"If you want ass, hit up a courtesan," Laredo took a drink from his mug before continuing, "If you need a lock opened, that I can handle." He looked down to his now empty mug and frowned. "Second condition: If I come up with a thousand denarii, I'm free to go." He struggled to keep a straight face as he spoke. He'd drank a bit more than usual and had started seeing pairs of everyone. Finally, he settled his gaze on one of the Ryans and said, "Well?"
"Second condition: If I come up with a thousand denarii, I'm free to go." "Well?" "I'm not looking for a slave, kid." Ryan replied in an equally sour tone. "i need a mizzen monkey on this bloody boat. the others in the group had started their own discussions so as not to be rude Ryan moved over close to the kid "what i need is someone i can trust to learn quickly and work at speed, and you look like the surefooted kind. if you can pay your way out of my service ...then matey, be my guest " he said the last in a deliberate patronising tone before emptying the last of the ale. "so do we have an accord?"
"So do we have an accord?" "I rather thought we'd already had an accord." said Flynn from across the table "Besides, I'm quite certain we'll have plenty of time to sort out who's arse is whose once we're aboard the ship. Now, if our thin friend and the lady have no objections" he continued, gesturing toward Bentolo and Gwendolynn "I'd rather like to see this ship we're buying." "Agreed" said Fairbanks "Captain Snow?" "Aye, the ship's docked not far outside the pub" said the captain "I've even got a job for ye if you want it, but that can wait. All who're still interested can follow me; the rest of you can bugger off." With that, the captain stood up and walked toward the exit.
"so do we have an accord?" Laredo struggled to look as though he were giving the matter serious thought, but more accurately struggled to keep his alcohol down. Finally, after the quiet had started to get a little awkward, he responded, "Sounds good." Laredo spit into the palm of his hand and held it out to shake, as was the custom of the lower class people of Balsora.
Bentolo brushed his coat sleeve with one hand, sending a flurry of dead skin and dust through the air, plucked a rogue hair from just beneath his hair, and flicked it away from him, casting his eyes downwards to the ale-and-urine-stained boards. Ugh. Compared to the sober linens and rags of the other patrons, his coat and boots practically illuminated him in wine and chocolate respectively. Why on earth did he choose such a gaudy outfit? At least the sword and pistol, although mostly for show, were imposing enough to drive away most would-be muggers. Bentolo flicked his hand pompously at a woman cradling her drink and staring at him with a drawn expression, and chuckled internally as she flinched away. The captain walked out; the woman pointed at him vaguely while conversing with a burly man; Bentolo followed the captain in haste.
The group of six followed the captain out to the ship. It was small, but they could see it was well made. "Four cabins, 50 foot length. She can hit 'round eighteen knots, if the wind's right. If yer willin' to buy, ye can set sail this afternoon. Well?"
If yer willin' to buy, ye can set sail this afternoon. Well?" Ryan looked at the ship with a small amount of apprehension. it was old but had been well looked after, and for the price it appeared to be a good ship. but there were a few things bothering Ryan and voiced them. "What of crew?" Ryan asked shortly. "Also in this payment we expect food and water for at least a 4 week voyage"
"And what of crew?" Ryan asked shortly. "Also in this payment we expect food and water for at least a 4 week voyage" "Six'll be enough to crew 'er; I'll throw in two crates of biscuits and one of salted meat. If yer lookin' fer a job as well, I can offer you one what was offered to me but a week ago; transporting cargo to Kharroc-Nur. Should be two to three weeks voyage, if the wind permits. You're not likely to find a better job these days, I'd take it were I you. What say you?"
What say you? "We'll take it. I nominate myself as captain!" Laredo shouted as he scampered up the gangplank and disappeared below deck somewhere. He returned after a few moments wielding what looked like a fire poker and stood guard at the gangplank, almost as if daring anyone to set foot on his ship.
"We'll take it. I nominate myself as captain!" Flynn withdrew his pistol and fired toward Laredo, knocking the poker from his hand. "Captain?" he said "It was my impression that we'd all paid an equal share. That is, of course, with the exception of our ambitious friend on the gangplank there."
"That is, of course, with the exception of our ambitious friend on the gangplank there." Laredo looked down at the fire poker, then to the smoking pistol, and back to the poker. "You know what, I think I could stand a few more crew members. Welcome aboard, and try not to scuff up my boat." Laredo took off exploring the ship again, muttering about mutineers as he did so.
Bentolo eyed the boat, rubbing the bridge of his notably-proportioned nose, then sighed as an unpleasant thought caught him unawares. "What of defenses? If we get attacked, even by some miniscule Corvette, then we're sure to be sunk, captured, or killed unless we have a cannon or so. Is this ship armed? Because if it's not, I volunteer the trumped-up piapac up there as the one who explains our situation to whatever rogue inevitably boards us and demands an audience with the Captain." The pot-bellied vessel's figurehead stared at him blankly and accusingly.
"Is this ship armed?" "We've two six-pounders on deck, they ought to serve your purpose well enough. She's fast, all goes well you won't need to fight." said Captain Snow "I'd likely be able to rig us up some artillery." added Fairbanks "I know my way around alchemy." "So, who's in, then?" asked the Captain eagerly.
"We've two six-pounders on deck, they ought to serve your purpose well enough." Ryan simply starred at the captain. the last ship Ryan had served on had ten 9 pounders per broard side as well as a stern chaser. "i dare say the little boat is a death trap, but then its no worse than that pubs poor excuse for food" he smilled his mirror shattering smile and said simply "I'm in"
I guess I'll enter now... Okay: Name: William Tulsek Sex: Male Age: 23 Class: Air Sorceror Physical Description: 6' 0" tall, 165 lbs. Fairly slim, but with strong leg muscles and decent arm muscles as well. Average-looking, I suppose, with a massive scar running across his right arm. There is another scar just to the left of his left eye. Background: From Kargaroc, of fairly low class. He grew living on the frontier, isolated from much of society until he was about 18, at which point, he moved to the city of Kharroc-Nur, where he currently dwells. Personality: A fairly open person who is generally respectful of others. However, he can be known to get a little riled-up at a few things in particular. Other than that, he's quite calm. Inventory: sandals, leather-padded shin and thigh guards, standard pants as well; a thick leather shirt to guard his torso, nothing covering his arms save two steel bracers; nothing on his head, but a fancy necklace containing a pendant that seems to have a swirling substance within; a rapier with a basket guard is his main weapon, while he has a jitte used in his off-hand. He has a dowsing stone, basic outdoorsman tools (such as a small hunting knife), and two short curved knives. Skills: Swiftness (Increased movement speed in the limbs), Dowsing, and Air Lifting (pulling himself or others into the Air) Element: Air William steps forward, saying "I'm in as well, if I may be of service."
"I'm in as well, if I may be of service." "If you're payin' you're welcome to buy." said Snow to the stranger. "I'll buy" said Fairbanks. "As will I" added Flynn. The Captain began collecting money from the group; most of them payed with a combination of round gold coins with hexagonal holes in their centers and smaller hexagonal silver coins with round holes in their centers. "I can have the cargo what's bound for Kargaroc on your ship within the hour" said Captain Snow, still collecting money "You are interested in the job, yes?"