In Progress Hell or High Water: Adventure and Death on the Waves
01-15-2017, 05:48 PM (This post was last modified: 01-27-2017 04:30 AM by Protoman.)
Post: #1
Hell or High Water: Adventure and Death on the Waves
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The misty horizon calls to you.

Somewhere, far beyond the horizon, your purpose awaits you. What lies beyond, only the gods know. Will yours be a life of swashbucking adventure, or mercantile prosperity? Will you become the terror of the seas, or a hero of the people? There's only one way to find out. Go forth, chase the horizon, and find what lies beyond the coming day.

____________

Hell or High Water is a PM-based RP game centered around adventure on the high seas! Choose your path, follow your dreams, and be pushed and pulled by the tides of fate! Will you achieve your goals and become the person you were always meant to be, find your bones resting at the bottom of the sea, or will you walk a path you never could've imagined? Step forward with luck and pluck, and find what awaits!

Currently accepting lore submissions and ideas. Base playable races are your standard DND 5e races (e.g. Dragon, Dwarf, Elf, Human, Half-Orc, Halfling, Half-Elf, Tiefling) plus Orcs, but I'm super open to suggestions. I reserve the right to pick and choose what I accept as canon, though. Same system as Spheres of Influence, basically.


Map
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Application
Name: Who are you?
Race: Are you a human? An elf? A half-bugbear?
Place of Origin: What's the place you're from like? You've mostly got free reign here (because there're loads of islands too small to even be shown on the map,) but you might wanna run it by me to make sure it fits the general world well enough. Otherwise, I'll contact you and let you know if something needs adjusting.
Appearance: What do you look like?
Skills: What are you good at? Try not to be too over the top. You got a long way to go before you're the terror of the seas!
Background: What's your life story?
Goal: What do you want out of life?
Important Relations: Do you have any friends or family?
Crew: Optional! If you wish to start with other players, make sure you all express interest in your apps!
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01-15-2017, 05:48 PM (This post was last modified: 02-12-2017 07:46 PM by Protoman.)
Post: #2
RE: Hell or High Water: Adventure and Death on the Waves
GODS

ELUSIS
GOD: Elusis

RELIGION TYPE: Omnitheist, also a cult.

DOMAIN: All things true, false, and temporary. Masks, illusions, knowledge. They are not necessarily evil, but they are definitely fickle and chaotic-leaning. The moon, due to its ever-changing appearance each day, is associated with Elusis. The Order of the Sacred Moon is Elusis’s most organized and largest cult (which isn’t saying much, more on that later).

APPEARANCE: Well the Order of the Sacred Moon claims that Elusis has no form due to being a primal manifestation of chaos and a perpetual shapeshifter. However, it is really hard to make a cult if you don’t really have a symbol to pay respect to, you know? Anyway, Elusis can be of any shape and size, but they are always wearing a fancy mask, one especially festooned with lunar symbols.

DESCRIPTION: Elusis is frustratingly enigmatic, even to their followers. According to the script, Elusis made the world and wreathed it in a powerful illusion for some reason (asking why is a great way to start a brawl in an Elusis-infested bar). Because of this, nothing can be trusted, their own sensations and even the other gods, who might be Elusis doing a really good disguise. Understandably, Elusis cults are freakishly rare and disorganized as heck (the Order of the Sacred Moon is just a freak miracle that shouldn’t had happened but it did).

Despite their hardcore solipsism, Elusis worshippers tend to be impeccable scholars and their libraries (or the remains of the libraries after another holy civil war) tend to host rare and wondrous knowledge. Elusis worshippers usually are pleasant if a little weird, but the bad-egg ones tend to be downright dangerous. Elusis-blessed worshippers are mainly warlocks (mostly because they “steal” the power from their patron god or something like that). Elusis clerics are often lauded with saint-like reputations among Elusis cults. Elusis clerics are also downright dangerous, thankfully they are mercifully rare.

FOUR-ARMED GOD
God: The Four Armed God

Religion Type: Omnitheism, Apocalypse Cult

Domain: Combat, Destruction

Appearance: Descriptions of the Four Armed God vary sect by sect, but most believe he possessed pitch black hair, ruby-red eyes, and a humanoid appearance, along with two sets of muscular arms.

Description: The Four-Armed God, The Planar Exile, The Bringer of Destruction - these are many names for, what the Cult of the Four-Armed God believe, are the same entity. Interpretations of him, they argue, appear in the texts of many faiths. Most agree on one thing: the Four Armed God was an unstoppable force that entered our world from planes unknown, whose very existence seemed to tear the fabric of reality. Every account has him exiled from our plane, usually through the combination of other Gods cooperating, never to return. However, on this last bit, the Cult disagrees; they believe their god WILL return. In fact, they believe he is DESTINED to do so, to bring the end to all things. And so they worship him, in darkness, and in secret, engaging in ritual combat and animal sacrifice in his name. The sacrifices are consumed raw by the cult's 'Champion', each of whom is required to specialize in using a common object as weaponry. It can be a rope, it can be a chair, it can be a seemingly-non-threatening kitchen implement. As long as it is something that one wouldn't normally expect to be a weapon of mass destruction, it'll suffice.

THE KUAI PANTHEON
GOD: Wai Pakaru
RELIGION TYPE: Polytheist
DOMAIN: The seas and all within them, the stars, sailing (duh,) and battle.
APPEARANCE: Wai Pakaru, like the rest of these gods, looks like a funny large human. He is relatively stocky looking, and well built, with giant sea-serpent scales making up the visible layer of the kilt-like armor he wears. His skin is marked (those who seek to honor him do the same, but nowadays that's more of a cultural than religious thing) with swirling waves, but the ink color is light enough in most depictions to where there is significant debate as to whether or not the markings are self-made, or if he was born as such. He is generally depicted carrying a spear tipped with a serpent's fang, and in some versions a small feather, shell, and bead are tied just above where it is gripped. In some depictions, he is not made of flesh and bones, but of dark seawater, appearing rather more ethereal than other interpretations.
DESCRIPTION: He's a bit grumpy, and easily the most fickle in his receptiveness to sentient beings. At times he dotes, giving them calm waters to travel and fish in, and at other times he is less kind, sending them nigh-impossible to traverse conditions. Many a safe journey and watery grave are attributed to his nature. He loves the world in its natural state, and wants so dearly to love sentient life as Pūkohoa, but so often they disappoint him, and he is quick to turn his back on them. Equally, he is quick to find hope in them, and enjoys watching them when their curiosity takes them to his domain, in spite of the dangers he may send them, and when they pull out the stops in defense of what they hold dear. That's brave. Other fights are pretty cool too, but not as cool. It's almost enough to make him proud... but never quite. Ah well. Makes him feel better about his amount of minding his own. His own adventures? He finds them quite a bit more entertaining. He is generally happy to tag along with the endeavors of his companions (despite his grump), for better or worse for those around them.

GOD: Rangia
RELIGION TYPE: Polytheist
DOMAIN: The sky, darkness/the moon, weather, song, good jokes (no really,) and exploration of all sorts.
APPEARANCE: She is a fairly lithe human-like goddess, wearing a long dress of light straw and beads that billows even when she is still. Though, she is rarely still enough to note it. Her hair is even longer, always flowing in a short train behind her, studded with flowers and feathers, appearing as if it is about to touch the ground at all times (but it never does, because that's gross.) Depending on the interpretation, she may be carrying a tome, a scroll, a stringed instrument, or a torch in her hand. In some depictions, she hardly has form, being a kindly gust of wind in one's sail, or a figure of fog on a cool morning.
DESCRIPTION: Carefree and ever curious, Rangia puts her boundless energy into everything she can get her fingers on. She loves to travel with Wai Pakaru, and pry for the secrets of the world, and she loves equally the arts in homesteading with Pūkohoa, and delving into the things that can be learned of new growth. She favors the intelligent and the expressive, finding that knowledge is well put into music and jest, as only the best of both are clever. However, despite this favor, she remains the most distant from sentient life. As much as she can enjoy their spirits and works, Rangia never found the races of the world to be worth getting attached to. She is in fact attached to very little besides her companions, and is known to be fleeting in her interests. Her projects are either completed with incredible speed and devotion, or they lay half finished, something else having caught her eye.

GOD: Pūkohoa
RELIGION TYPE: Polytheist
DOMAIN: The earth and most within it, light/the sun, crafts and construction.
APPEARANCE: Pūkohoa is the tallest of the three, and his build is a middle ground between the others. He has long but calloused hands, and wears a cloak of straw in which little sprouts have root. His kilt is of segmented pieces of leather inlaid with nacerous shell and fringed in feathers. He is depicted carrying all sorts of tools. His hair is kept up atop his head, to keep it from catching in his work. In the same depictions that give his companions no human form, he is an island in himself, and the earth quakes when he shifts.
DESCRIPTION: He loooooves humans. He has a fondness for many other sorts of sentient life, and has been known to show them favor, but humans are special to him. While his companions are content to interact with them sparsely, more interested in the world and each other, he is a champion of men, and comes to those who do better for each other. Easily the most sensitive of the three, he is the god you ask for aid, and particularly emotional guidance, for the most part. He's also the de facto childbirth god, funny enough. He just really digs sentient life, like, hell yeah, have babies, so I can watch them grow up. You guys are awesome. A nerd. But in any case, he too loves agriculture, and the variety of crafts he practices, and puts much of his time into personal projects. He particularly dislikes those who would destroy fine folk, or fine works.

THE MERCIFUL MOTHER
GOD: The Merciful Mother
RELIGION TYPE: Monotheism
DOMAIN: Forgiveness, mercy, love.
APPEARANCE: Typically appears as a modest, dark-skinned female of whatever race the worshiper pleases, eternally smiling, wearing a long blue dress. Long black hair, green eyes, and a pleasant expression.
DESCRIPTION: The mother of all, forgiver of misdeeds, and shepherd of the innocent. The Mother's followers claim she was the progenitor of intelligent life, bringing fruit to her own womb and giving birth to the first sentient beings of all races. The mother and her followers neither recognize nor reject other gods, and her commandments instruct all who follow her to be steadfast friends, loyal allies, and protectors of the weak.

THE PETSUCHO PANTHEON
GOD: B'Keso
RELIGION TYPE: Polytheism
DOMAIN: Rivers, Life, Darkness
APPEARANCE: B'Keso appears as a massive Petsucho with dark grey scales and cloudy white eyes. His tail is about as long as the rest of his body, and a murky liquid leaks from in between his scales, said to be the very waters of the Ilteehn itself. He wears bladed gauntlets upon his arms for the purpose of doing battle with Nur'Maa and traditional Petsucho lower wear, but other than that is unclothed.
DESCRIPTION: Named the God of Rivers and 'The Blind Lifeblood', B'Keso is a calm and protective entity that enjoys consistency. He wants to keep things calm and doesn't like extreme deviations from what he considers acceptable schedules. He has an innate sense when it comes to living things and does his best to protect mortals from undue harm. He does battle with Nur'Maa on the regular, and does his best to hold her at bay. To remove an edge of her's from their constant battle, B'Keso is said to steal the sun from the sky, plunging the world into darkness and helping to warn of Nur'Maa's impending approach. It was her that blinded him, but he now no longer needs to be able to see, removing a slight edge she had in combat against him. His followers are sailors, clerics, dreamers, and those who have an acute appreciation for life.

GOD: Nur'Maa
RELIGION TYPE: Polytheism
DOMAIN: Sky, Death, Light
APPEARANCE: A winged creature of many forms, Nur'Maa tends to appear as the species of the mortal whom she is about to remove from the mortal realm. She dresses in the typical warrior garb of the mortal she imitates, and wields six curved blades of an unknown make. Any swords that cannot be held by available limbs instead float around Nur'Maa's body. Around Nur'Maa radiates an almost blinding light, and she is capable of focusing the light off of her swords to use in her assaults.
In actuality, Nur'Maa takes the form of a Petsucho sized beetle, a sword for each limb. Her carapace is a sky blue, interspersed by streaks of red and black. She has three yellow eyes and a large horn set upon her head, a large stinger on her thorax and two pairs of wings that she uses to zip around her domain.
DESCRIPTION: Named the Goddess of the Sky and 'Slayer of All Who Oppose Her', Nur'Maa is a fiery spirit that thrives on unrestrained freedom. She desires nothing more than to be free, and believes that it is she, not B'Keso, who holds domain over the souls of all who live, as it is by her will that they may be granted the 'freedom' of death. She does not, however, slay indiscriminately, for without mortals she would have no worshipers. Nur'Maa promises protection to her followers and is said to take back the sun from B'Keso to bring the day. She and B'Keso are locked in a constant struggle, and she was the one who had blinded him, though it seems to have given him a slight advantage in their feud. It is said that she was the one that created the Ilteehn Stalker after B'Keso almost successfully kept the sun, to show him that he could not hide from her forever. Her followers are desirers of freedom, warriors of all sorts, and (much rarer) those who desire the widespread death of their enemies.

GOD: Egbis'Osir
RELIGION TYPE: Polytheism
DOMAIN: Earth, Judgement, Transition
APPEARANCE: A faceless and featureless clay statue interspersed with stones and streaks of sand, Egbis'Osir is the largest out of the Petsucho Pantheon. Egbis'Osir is a humanoid being with few definite features besides their size, and the rift on its chest running from the base of their neck to their pelvis. They carry a single dagger, though it is as large as a great axe to accomidate their massive fist.
DESCRIPTION: Named the God of Earth and 'The Final Gateway', Egbis'Osir is a completely expressionless entity. They do not speak, and it is unknown whether they are even capable of talking. What Egbis'Osir does, however, is act as the final step between mortals and the afterlife. It is a neutral party in the feud between B'Keso and Nur'Maa, but it is said that both of the other gods fear them. It does intervene occasionally, such as in the story where B'Keso hid the sun where Nur'Maa could not tread, and Egbis'Osir retrieved it and returned the sun to the sky, bringing about the day once again. Egbis'Osir is said to appear to every mortal upon their death, to 'stare' at them for a few moments before slicing open the rift on its abdomen and letting them proceed through, though nobody but the individual the rift is for knows what's on the other side. It is said that one who desires change with their entire soul can prey to Egbis'Osir, and they will appear if one's conviction is strong enough. Their followers are farmers, judges, and those who desire change above all else.

THE TWINS OF FEAR
GOD: Gaiapheda
RELIGION TYPE: Dualism
DOMAIN: Indulgence, Obsession, Fear
APPEARANCE: Gaiapheda appears as a bloated bird, with black feathers and overlarge talons. It is around an average dragon in size and has a surprisingly small wingspan for a creature of its size. Every movement it makes causes it skin to ripple like an overfilled balloon. Gaiapheda also has eyes everywhere on its body except for its head, hidden beneath its feathers. On its head, Gaiapheda instead has four large beaks that it uses to pick at and eat anything around it.
DESCRIPTION: Gaiapheda is the twin of Molis, and the two make up the Twin Gods of Fear. Gaiapheda embodies overindulgence first of all, and eats anything that it can see. It uses its beaks to pluck up anything around it and eats without stop. Gaiapheda is always at the point of bursting, though it has never been said to reach that point. Like Molis, it has a very limited personality, which consists mainly of hunger and a desire to eat. It is said to inspire a desire to overindulge and a sense of obsession in any mortals in comes across. It is capable of speaking, but again, its words are limited to threats and declarations of hunger. Those that worship Gaiapheda tend to do so for one of three reasons. The first is beings racked with obsession, those who have a single-minded thought process and are focused on a singular goal. The second is those who love excess, everybody who loves to give themselves everything that they want. The final is, shared with Molis, that they are afraid of Gaiapheda's power. It is said that worship to Gaiapheda prevents one from being seen by it, thus saving them from the Bloated Bird's snapping beaks.

GOD: Molis
RELIGION TYPE: Dualism
DOMAIN: Famine, Apathy, Fear
APPEARANCE: Molis takes the appearance of a skeletal fish, about as long as a typical dragon. Its size can be attributed to the extended length of its torso. Molis has an excessive amount of ribs, and its skull is full of teeth. Molis' eye sockets and mouth are seemingly empty, but it impossible to see the inside of its skull due to the fact that there appears to be a void inside that manifests as an impenetrable darkness. Occasionally, a black sludge will drip from Molis' mouth, but it produces nothing other than that.
DESCRIPTION: Molis is the twin of Gaiapheda, and the two make up the Twin Gods of Fear. Molis embodies hunger, and it is said that its mere presence is enough to make an entire village hungry. It swims through the air and water aimlessly, moving with no goal in mind. It is said to arrive in any place after its twin, and is said to be the cause of the aftereffects of Gaiapheda's presence. Like, Gaiapheda, its personality is very limited, and consists mainly of a lack of care for anything. It is capable of speech, but it only groans and dismisses the world around it in a gurgling baritone. Unlike its twin, worshipers of Molis tend to do so for only one reason. That reason is that they fear the Hungering Fish and the famine and uncaringness that it brings.

ZARTRAZ
GOD: Zartraz
RELIGION TYPE: Monotheism
DOMAIN: Clouds, Perseverance
APPEARANCE: Zartraz appears as a battered and scarred humanoid. He has a powerlifter's physique and tanned skin. His skin is latticed with scars both surface and deep, making him look like a patchwork god sewn together. Two scars in particular stand out, a singular one with scar tissue darker than the rest of his skin and another that goes down to the bone. The first starts at his chin, spirals down around his throat, and coils around his right arm. The other is a massive gouge in his left hand, the flesh melted away down to the bone. His head tends to be covered in clouds from the top of his mouth up, almost like a mask, even having holes for his sky blue eyes. In his not wounded hand, he carries a sword that sparks with the power of the heavens.
DESCRIPTION: Zartraz may not have been the beginning, but he will be there until the end. It is told that, at the beginning of the world, the sky was rendered dark by an innumerable amount of storm clouds, crackling with lightning from a god that sought to control the skies. Zartraz was said to have climbed a lightning bolt into the heavens while the storms around him ravaged his body. His preachers say that it was only though Zartraz's extreme willpower that he was able to even hold his body together. When Zartraz reached the malevolent god, he slew him and took claim over the power of the clouds, sending them away and staking his domain as god over the islands.

Zartraz loves and supports his followers as a sports star would cherish their fans. It is said that he protects the skies by bringing healing rains and keeping the sun exposed. However, when it comes to gods, Zartraz is much less accepting. There is acknowledgement on his part that other gods exist, but they concern him. He fears what other gods may do to the world he has helped build and, as such, seeks to be the only god there is. Tales say that thunderstorms happen when Zartraz engages in combat with another god. His worshipers tend to be those who feel like they have been slighted by other faiths, those who have nothing left to lose, and those who refuse to give up.
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01-16-2017, 09:40 AM (This post was last modified: 01-18-2017 10:06 AM by Bramzter.)
Post: #3
RE: Hell or High Water: Adventure and Death on the Waves
W.i.p

Name: Justinian The Sixth 'Mad-Eye'
Race: Human
Place of Origin: Fallow Caves. a isle made of perforated rock which houses a colossal reef inside of it in which the local populace (who really have no idea where their ancestors came to this place from) mostly lives and trades with the outside ships passing trough. The Fallow people generally don't like sunlight and are slightly eccentric, Local products are bloody bat stew, coral tea and spider-algae weave fancy clothes.

Appearance: Justinian like all humans from Fallow he has pale and slightly green tinted skin. His hair is slightly disheveled and it seems to have be hastily been fashioned into something presentable and is grayish black. He has a scraggly but trimmed beard and his face seems a little gaunt. He has a rather weathered looking fake eye made out of bone and coral which seems to sometimes glow faintly green despite the eyes dullness, it seems to be constantly moving in various directions, his other eye is just green and normal. His clothes are made of finely woven fabric and algae that might have been fancy at some point but now are slightly ragged and torn, making it more akin to sailor clothes..

Skills: Navigation - As a young boy Justinian frequently climbed to the surface and found his way back to the correct hole again using the night sky
Sea Lore - Due to previous study and exposure, Justinian knows of many of the weird stories, beasts and myths of the great ocean and can identify them most of the time
Cook - Can make much of what he gets edible. Note: edible not tasteful


Background: W.i.p

Goal: Justinian has a few goals in life, most of them somewhat influenced by the anno- handsome swashbuckli- servant of the king bound in his being: He wants to find the artifact treasure! he is forced tasked! to find, Get rid of his curse of being possessed It ain't a curse and find out the mysteries of the sea and write a guide on it...and safe his girlfriend from the Carrion kings court
Important Relations: Catherine the Fourth - Study buddy and a true friend, unfortunately our interests drifted apart once i started delving into more esoteric studie- Eeeh the lass is too much of a landlubber for ye anyway. Still, she was always by ye side.. Ye think she still waiting on ye matey?

The Carrion King - The King is as much as a sea myth as a force of nature. His domain spreads from the depths of the reef to the darkness under the shores, The drowned are his knights and his commoners and his court is as profitable as it is deadly, He can give boons as well as curses and if you want a favor. Bring a guest! it gets lonely down there with only people that don't breath! .... don't try an cheat him, he turned me into driftwood once

Earl 'Black Sail' Thetys - Apparently a former pirate of some such, Obsessed with a treasure he doomed his crew and ship to a watery grave, Cheated out of a deal with the carrion king and has possessed me. nothing more of note to this gu- Wait just a moment you scallywag, I AM THE BLACK SAIL. TERROR OF TRADESHIPS, SCOURGE OF THE SEAS, AND I SHALL HAVE MY REWARD... You know we both working to the same goal savvy?

Crew: I would like to be among some capable people.. Yes Pleas- Yaaar matey indeed! We be needin more of them souls fer the carrion king
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01-17-2017, 03:41 PM (This post was last modified: 01-17-2017 05:42 PM by pail.)
Post: #4
RE: Hell or High Water: Adventure and Death on the Waves
Name: Fluxlyx Skumclatch

Race: Goblin!

Place of Origin: Slagsleet island. This island is very poor in resources and food because it is near the Big Cold. It has the highest population of goblins.

Appearance: Stands at 3'11'. Green skin. She is wearing a red styled bandana with scraggly blackish green hair sticking out behind her. Scalara is yellowish with red irises. Her nose is bumpy and big, looks like it has been broken a couple times. Fangs poke out of the bottom of her mouth (the rest of her teeth are also sharpish. Head looks a bit big for the body. Long pointy ears with a few wedges taken out of them. Dark unkempt pointy fingernails. She wears a maroon poncho to big brown shorts with a rope belt and ratty sandals.

Skills: She is very stealthy and Magically literate, oddly charismatic. Good at eating, Cannibal.

Background: Fluxlyx lived on her island for a few years, about five she'll tell you, before she got kicked out, like most goblins do on that island. Her parents didn't feel to broken up about it, since they already did that to quite a few siblings of hers already. Flux was happy to get out of that place anyway, nothing to see, barely any food to go around, and nothing to do. She shipped hopped for a while, either stowing away, or becoming one of the crew for awhile. She never found her fit until she came along a ship with a whole crew of bugbears and goblins. She came to know Blargus through this, him being a bunkmate and fellow crewmember. He first thought she was a child when they first met and started to dote on her. Fluxlyx made it clear very quickly that she was a mature adult goblin. She spent a few years working for that ship and its captain. They actually manage to find a huge stash of treasure, but as they were hauling it up to the deck, Blargus sneezed and lost control of the rope, Fluxlyx tried to grab it, but in doing that she also let go of her rope. All of the treasure fell into the water after that, and her and Blargus got kicked off the ship and they left them stranded at South Port.

Goal: Her true goal is the goose that laid the golden egg. Due to her shit fighting skills though, she is looking for something that will make her stronger.

Important Relations: Blargus the Bugbear, he is sweet and sensitive. His main goal in life is to have a family. Children are his favorite thing in the world. If I had to use one word to describe him, it would be Dad. He joined the former crew for money and a chance to meet his soulmate.

Crew: None at the moment, but anybody reading this can pm me if they wanna.
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01-17-2017, 06:01 PM (This post was last modified: 01-17-2017 06:05 PM by Kocel.)
Post: #5
RE: Hell or High Water: Adventure and Death on the Waves
Name: Kragborne the Ocean Scourge

Race: Quarter Goblin, ARRRRR. He claims to be "quarter goblin, mother's side", and is actually proud of that fact.

Place of Origin: The Isle of Maruga. A popular trader's port, Maruga is tropical yet temperate. It's popular for its rum, fruit, and copious amounts of whorehouses. Kragborne's mom worked in one of those. He never knew his father.

Appearance: Kragborne is a large, menacing man, muscular and with myriad scars. He had brownish-red beard that tips to a sharp end, complete with mustache, a receding hairline, a thick braid, a pair of dull-red eyes, tanned skin that has almost a touch of gray, and, if he's not wearing a coat and shirt over it, a gnarled, thick scar on his left side, where his arm used to be. He looks mostly human, but, as shown with his eyes and slightly-tinged skin, he's quarter goblin on his mother's side. He often makes varying claims to his father's bloodline, too, which have ranged from elf to chromatic dragon.

Skills:
Sailing - A former/current pirate, Kragborne has the knowledge and experience necessary for surviving the high seas.
Combat (Proficiency: Axe) - Kragborne is a very violent fellow.
Strength - Some have assumed Kragborne is part orc based off his physical prowess. Before he lost his arm, he was one of the most feared people in the area he sailed. Now? One-armed men are a little less feared, unfortunately.

Background: The son of a mystery man and a half-orc, half-goblin prostitute, Kragborne did not have an easy childhood. His mother loved him very much, but she was still a 'working woman' and, between that and his nebulous racial status, Kragborne was treated predictably by society. At a young age, he hugged his mother goodbye and went off to pursue a fortune on the high seas, via adventure and treasure seeking!
So of course he became a violent pirate. Kragborne didn't mind. His raising had taught him that, in this world, people always care first for their own when times are tough. Things went well for him, and he was well on his way to establishing his own crew, first mate on a feared pirate ship, and it seemed nothing could get in his way!
Then he fell into the damn ocean, and that shark ate his arm.
So what good did the ocean ever do him, huh? What good does it do humanity? Sure, there's the fish. Sure, there's the traveling. But this water is otherwise useless! You can't drink it, and most of the stuff in it want to kill you.
So Kragborne, a violent man, decided to do what any man in his place would: swear blood vengeance on the ocean. Ever since, he's sought the instrument of his revenge, and he's believed he's found a candidate. Ancient writings speak of a rod of unimaginable power. On it's tip, a ruby, called The Eye of Judgement. The Eye was said to bring down a column of light and fire wide as many islands. On it's own, it doesn't seem like it could eliminate the ocean, but along with The Multifer Lens, another mythical item said to multiply the power of any magical item tenfold, maybe it'd be a start.

Kragborne doesn't rant too wildly about his goals, but he does tend to rave about how much he hates the sea for taking his arm when drunk. Most folk assume the occasional vow of vengeance is just drunken rambling.

Goal: He's gonna kill the gods-damned ocean for what it did to his arm.

Important Relations: Kragga Widehips, AKA "Momma", Kragborne's mom. A retired prostitute (mostly retired, she winks to anyone who looks like they might have the coin), Kragga is getting up there in years. She mostly works as a housekeeper of the whorehouse she once peddled her wares at, and she sews on the side. Despite it all, Kragga is a fairly respected member of the community, though the more wealthy members of that society look down upon her because of both her races.

Mister Crackers - Kragborne's parrot. It's not his favorite parrot, but hey, he likes having one. There's been a good few Mr. Crackers over the years. Mr. Quackers knows a lot of foul language.

Crew: Who wants to travel with The Man Who Will Kill The Ocean? HERE'S LOOKIN' AT YOU, SKUMLATCH!
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01-17-2017, 06:02 PM (This post was last modified: 01-18-2017 06:44 PM by SupahKiven.)
Post: #6
RE: Hell or High Water: Adventure and Death on the Waves
Name: Kuul'Rahk "Undertow" Alathar

Race: Petsucho, a crocodilian subspecies of dragons. Petsucho have traded their flight and breath abilities for massively increased lung capacity, enhanced swimming abilities, and vastly stronger jaw muscles (when closing, at least). They are somewhat top heavy bipedals with webbed and clawed hands/feet, thick tails, and an extended head with a snout full of teeth. Petsucho have a covering of scales on their backs, usually in shades of green or bronze, and somewhat softer underbellies.

Place of Origin: Yg-Tep, Hircon Trafa. Yg-Tep is the largest city of the somewhat arid island of Hircon Trafa that serves as the homeland of the Petsucho. A good portion of the Hircon Trafa is desert and beach, with plenty of green interspersed around rivers and lakes. One of the major rivers, and the one utilized by Yg-Tep, is Ilteehn. Ilteehn serves as Yg-Tep's main source of income and transportation, where its inhabitants use the murky, nutrient rich waters for irrigation and bare-handed fishing for fish and rare crustaceans.

Appearance: Kuul'Rahk is somewhat of a typical Petsucho. He stands tall, even with the usual slouch of his people, and is clearly very well built. His scales take a bronze hue, with interspersed blue-greens, and he has yellow, reptilian eyes. Aside from that, he is very clearly muscled, and seems to be missing a few teeth, if the slight gaps in his maw mean anything.

In terms of dress, Kuul'Rahk keeps things pretty light. He has a pair of tan cargo shorts on, with a pair of sandals on his feet. For a shirt, he just wears a simple orange button up shirt (that remains unbuttoned due to his inability to button it up properly) with white and red floral patterns on it. He also has specially made bracers on his forearms made of plant fibers and metal that indicate that he is a warrior for the Petsucho people.

Skills: As a wrestler, Kuul'Rahk is naturally very strong. He is well versed in fighting using grappling and throwing, as well as non-lethally subduing and restraining others. Like his people, Kuul'Rahk is an adept swimmer, can remain underwater for extended periods of time, and has quite the savage bite. Also, due to his lineage, general appearance, and the relative rarity of his species, Kuul'Rahk can be quite intimidating if he tries.

Background: Kuul'Rahk Alathar had never been a complicated person. Born to a military woman and a survivor of the mighty Ilteehn Stalker, Kuul'Rahk was raised on strength. He grew up learning how to train, how to protect himself, and how to fight. Kuul'Rahk in particular loved fishing, loved fighting the huge crustaceans and fish of the Ilteehn and hauling them up to the surface with nothing more than his bare hands. Something about subduing a target with nothing more than his pure strength interested him.

A couple weeks after his father Gar'Tek was chosen to be the new leader of Yg-Tep, a ship of humans crashed on the beach at the outlet to the Ilteehn after a large storm. Before that day, the only outside contact the Petsucho had were the rare individuals who chose to leave the island and brought back wildly differing stories of the world beyond Hircon Trafa. The humans were brought back to Yg-Tep, where they were brought before Gar'Tek. When it was deemed that they were no threat to the Petsucho or their way of life, the humans were allowed to leave should they so desire, and they began prepping a ship to sail the humans back.

During the time of the ship prep, Kuul'Rahk made friends with two humans in particular, Kevin and Sonya. Kevin informed him of a sport that had never crossed his mind, and yet made so much sense to him. He spoke to Kuul'Rahk about 'wrestling', and encouraged Kuul'Rahk to pursue it, insisting that Kuul'Rahk had 'the perfect build for it'. Over the time that the ship was being prepared, Kuul'Rahk found some others that seemed interested in the concept of 'wrestling', and built up their own little 'wrestling league'. It was mostly unofficial stuff, but the citizens of Yg-Tep really enjoyed watching the matches, and 'wrestling' really grew in popularity.

One Petsucho in particular found himself particularly adept at wrestling: Kuul'Rahk. He really felt like wrestling was his calling, and was soon the undisputed champion amongst his fellow Petsucho wrestlers. However, Kuul'Rahk wasn't particularly satisfied with his position. Sure, he was the champion (with his own sweet nickname to boot), but everybody was new to this kind of thing. None of the other Petsucho had any experience with wrestling. And what good was his title if those he claimed it from weren't adept in their abilities. It was with that thought in his mind (and the words of his human friends) that Kuul'Rahk made his decision.

On the day that the boat that was taking the humans back left port, Kuul'Rahk was on board, leaving home for the glory of his people and the future of wrestling.

Goal: Kuul'Rahk has a few goals that he desires to achieve. First, Kuul'Rahk wants to become one of the, if not the, strongest wrestler of all time by traversing to all of the known islands and wrestling with their strongest inhabitants. Next, he wants to let his people have the respect he thinks they deserve by going around and personally acting as an ambassador for Yg-Tep, showing off his people's power and abilities. Finally, Kuul'Rahk wants to find a cool wrestling mask that fits over his head the right way.

Important Relations: Gar'Tek Alathar - The current leader of Yg-Tep, and also Kuul'Rahk's father. Gar'Tek is a hardworking and steadfast croc, and one of the few people within Yg-Tep to have done battle with the mighty Ilteehn Stalker and lived. Despite the fact that he's getting on in age, Gar'Tek is still strong, and runs Yg-Tep as best he can. Kuul'Rahk looks up to him for what he's done.

Dur'Rahk Alathar - A prominent member of the Yg-Tep military, and Kuul'Rahk's mother. She is legendary in battle, and has been said to have fought off a thousand soldiers on her lonesome in times past. It was her strength and presence that inspired Kuul'Rahk to become a warrior, though she also encouraged him to find ways around violence. She supports his decision to become a wrestler and hopes that he doesn't manage to get himself killed.

Mor'Vak Ar - A popular member of the Yg-Tep government, and the one that many predict and hope will move into the seat of Yg-Tep's leader after Gar'Tek. He and Kuul'Rahk grew up together, but Kuul'Rahk has always been suspicious of Mor'Vak's motives, as he never seemed... quite right to Kuul'Rahk.

Ul'Traah Pertradeer - An expert boatmaker and sailor. She was the one that brought Kuul'Rahk off of Hircon Trafa. Ul'Traah and Kuul'Rahk are close friends, and Ul'Traah is worried that Kuul'Rahk is going to get himself killed like an idiot. Still, she thinks wrestling is fucking sick and couldn't say no when Kuul'Rahk told her that he had to go out into the world so that he could hone his skills.

The Ilteehn Stalker - A mythical beast that dwells within the murky waters of the Ilteehn River. It is a massive crustacean that is said to hunt its prey by pulling them to the bottom of the Ilteehn and drowning them. It is also fine with ripping things in half, which it does to many Petsucho that end up in its big, meaty claws. Kuul'Rahk's father survived a fight with it, and one day, Kuul'Rahk hopes to fight it himself.

Kevin Darvin - A regular human dude. When his ship wrecked on Hircon Trafa, all of the survivors were brought to Yg-Tep, and Kevin soon found himself friends with Kuul'Rahk. He was the one that brought the idea of wrestling as a sport to Kuul'Rahk, and the one who encourages him the most. Out of his original crew, he was far and away the one that was least intimidated by the Petsucho.

Sonya Uriah - A regular human chick. When her ship wrecked on Hircon Trafa, all of the survivors were brought to Yg-Tep, and Sonya later found herself becoming friends with Kuul'Rahk. She helped to influence Tuul'Rahk to travel beyond Hircon Trafa. He seems to be the only Petsucho she seems comfortable around.

Crew: Kuul'Rahk likes helping others out, and has taken up a bit of a 'mercenary' esque stance in order to fund his goals. Any who know of him are free to contact him, should they require his services.
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01-17-2017, 06:38 PM (This post was last modified: 01-18-2017 09:58 AM by Demonsul.)
Post: #7
RE: Hell or High Water: Adventure and Death on the Waves
Name: Aligha Ordus-Dyntam

Race: Magically Altered Human

Place of Origin: Tykoria, a magical merchant state which practically welcomes stupid arcane experimentation and reckless profiteering, and which has far too many magically altered humans for its own good. The elite, especially the merchant princes, are kept exotically beautiful by magical surgery while the poor suffer increasing mutation over the generations due to decades of built-up magical pollution.

Appearance: In Tykoria, the rich enjoy magically-enhanced beauty while the poor suffer rampant hideous mutations. As she was born part of the wealthy class, Aligha benefited from the surgery to look more like a natural human, though she could never have many of the ridiculous extravagances of the nobility and some corners had to be cut. Although she appears to be a beautiful human (and in fact mostly is one), her mutated digitigrade legs were merely altered to be concealable when she wasn't running rather than fully corrected, and color defects in her long hair were disguised by making all of it deep blue. There are a few other inconsequential differences between her and pure humans, but those are the only remaining impactful ones.

Skills: Summoning circles and outsider calling and binding are the skills linked to her ambitions. Beyond that, she's a pretty decent abjuration mage, but her offensive, illusory and and transformative magics are practically nonexistant outside of a few minor cantrips. She is a competent researcher and is fairly knowledgeable on esoteric magic, has experience helping sail a ship in order to lessen travel expenses, is a practiced liar, and spent a summer working part-time as an assistant for her mother at the accounting firm once, too.

Background: Aligha came from a well-off family. Her father was an arcane surgeon, one of many of Tykoria, and her mother was an accountant for one of the princely houses. Like her siblings, Aligha was magically altered to conceal her mutations at a young age, though while she was very young she was raised by a nanny who had far too many eyes. She had a pleasant childhood, learning from her wealthy parents and absorbing from the liberal culture of Tykoria that she could - and deserved to - achieve anything she truly set her mind to. As she grew up, she was enrolled in Tykoria's local magical college. Unfortunately, although she had been fascinated with magic, she did not do well when it came to learning wizarding, and ended up scoring poorly on her final exams. She had a few specialized fields where she did passably well, but her performance elsewhere was far too poor for the professors to suggest life as a proper wizard or arcane surgeon.

However, it just so happened that her fields of expertise were mostly in line with an esoteric form of magic she'd read about while perusing the college library. Refusing to be dissuaded from her pursuit of magical aptitude by the professors' recommendations, she pursued her own lines of research, now delving into those books on the daemoniacs and their diabolical pacts. Although even Aligha frowned on such practices, they were open-minded and reckless enough to keep the books around for academic purposes - but Aligha learned that if she intended to actually pursue this form of magic, she'd need to keep it a secret. Aligha was a results-driven place with a history of reckless magic, and so she figured that any annoyed authority figures would forgive her once she had proven her professors wrong.

After a summer spent researching (and working part-time with her mother as an assistant in order to help pay the bills, since her parents figured that now she was done with college she ought to get a job), she realized that Aligha's own collegiate library, while extensive, did not completely document the practices of daemoniacs, and lacked a few key rituals. She decided that she needed to learn enough that she could continue on her own, and so set out to continue her research on other islands, booking passage on a ship to a nearby major port. Thus began her experiences with the wider world, her continued research into the practices of the daemoniacs and the inevitable expansion of her ambitions.

Currently, she has completed enough arcane research into forbidden and forgotten tomes to have a solid grasp on the basic magic of the daemoniacs, and intends to soon move into proper summoning. In terms of personality, she is generally kind and pleasant to be around, but when it comes to her ambitions she is completely without concern for petty morality, regardless of cost or those standing in the way. When faced with problems, her first instinct is usually to try a diplomatic solution, while in combat she focuses on protecting herself and others.

Goal: Aligha wants to prove to the world that she can be a mighty mage, and intends to do so by becoming the greatest daemoniac that ever lived. This will entail hunting down the secret lore and magical knowledge of daemoniacs past, which is difficult as a fair amount of it was hidden, sealed away or destroyed by persecutors who were no doubt paladins or something. It'll also involve making diabolical and generally extraplanar pacts, in order to put more outsiders under her influence and make herself more powerful. She has set herself to this goal, no matter the price that will inevitably need to be paid.

Important Relations:
Mother: Elina Ordus-Dyntam. An accountant with a sharp mind and a rather amoral, zero-sum outlook on the world informed by her work. She has been in the employ of Princely House Tarasque for many years, and practically lives for her work, where she not only helps keep the House's operations running as efficiently as possible, but also twists and contorts the numbers to keep their rivals guessing and the (ineffectual) authorities clueless.
Father: Harl Ordus-Dyntam. A magical surgeon of some repute, who trained under a master surgeon famous among the noble families. Although he doesn't exactly have a famous reputation, his charismatic demeanor means that those who do know of him (and live in high enough circles to afford his work in the first place) speak of his services very highly.
Older Sister: Teli Ordus-Dyntam. Brave, foolish, obsessed with swords and bows. Left the island upon finishing her education, with the stated goal of becoming an adventurer. Hasn't been seen since, but occasionally sends vague postcards alluding to her successful exploits.
Younger Sister: Madianne Tithor. She took the 'achieve anything you want' ethos of Tykoria and turned it on its head, deciding she wanted to live a life of indolent luxury at her parents' expense. Met her future husband at a party, fell in love with him and now lives at his expense. At least they are happy.

Crew: As many people as possible, preferably including people who would be comfortable with a deceptively sane-looking diabolist on board, or those who are also searching for knowledge and power. Avoid solo adventures at all costs.
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01-17-2017, 08:53 PM (This post was last modified: 01-18-2017 02:06 PM by Acolyte Doctor.)
Post: #8
RE: Hell or High Water: Adventure and Death on the Waves
Name: Vukalmira “Valerie Wolfheart” Valvrikora

Race: Magically Altered Human

Place of Origin: Tykoria the shitty rich wizard state. Look up for description.

Appearance: Before her career as a bodyguard, Valerie looked like a super fugly wolf-blob with a bunch of limbs and eyes. Thanks to the power of Tykorian arcana (and nepotism), she looks like a Normal Human Being with subtle wolfy details like eyes, pointy ears, teeth and claws (because Tykorian nobles are all about the aesthetic). The Dragon Princess really wanted her to have like wolf ears and a tail but the flesh-sculptors told her that kind of ruins of point of a bodyguard, which is to be unassuming and (ugh) boring as possible. Plus, every time they tried to give her magic botox or a boob job, Valerie always came to and punched them. Not worth the additional effort.

Skills: Well, Valerie is a strong and agile bodyguard who can sneak and climb as much as she can fight. As per demand of the Dragon Princess, Valerie is also taught how to pick locks, detect and create forgeries, master the most common languages, and other espionage-related skills.

Background: Well, it’s a bit complicated.

Valerie was born to an impoverished couple in the Tykorian Aqueducts. Her childhood was unassuming despite its unhygienic and miserable conditions, and Valerie looks back at it with fond memories of eating rats and muckraking. Life was good until their part of the Tykorian Aqueducts was deemed hazardous by the Tykorian government and destroyed. Her family was lucky enough to escape but with her father crippled and their territorial advantage lost to construction, they were truly in peril of death by starvation or exposure.

In order to support her parents, Valerie join the Tykorian Horde, a military force and one of the few legal careers for an impoverished Tykorian. During her service, Valerie shown enough potential and talent that she referred to and employed by the Lux-Falkouris Family as a soldier of their private army. Her employment was fairly uneventful until one day she managed to prevent an attempt on the Dragon Princess’s life through a combination of destiny* and sheer luck. Grateful to be alive, Dragon Princess immediately appointed Valerie as her bodyguard – earning Valerie a permanent career and a place as the first bodyguard in Tykorian history not to be of noble blood.

All was well – at least as well as Tykoria can get – and life went on. While she was comfortable and all her needs were met, Valerie started to have mixed feelings about her career. The invasive and substantial surgery she had to endure, the fact she hadn’t seen her family in seven years, the eldritch wolf* that keeps on haunting her dreams – everything started to build up into immense dissatisfaction at her current lifestyle. She decided to talk to the Dragon Princess about this.

Or would have, if it were not for the fact that the office of the Dragon Princess was empty save for a substantial stain of blood – and all evidence deemed Valerie as suspect. Yikes. Understandably, Valerie got out and off the island.

Goal: Valerie would really much want to find where the Dragon Princess is because not only she is a pleasant person but also because Valerie would very much want to clear her name. In addition, there is this really weird, definitely magical thing going on between Valerie and No-Eyes and No-Eyes keeps on haunting her dreams for some reason. Valerie would like to know how to get rid of it. Or at least deal with it.

Important Relations:

Bhediyamia (mom) and Vrikalimius (dad), typical impoverished citizens of Tykoria. Too ugly to live on the surface, they resort to criminal activities in order to support themselves, typically smuggling illicit goods, and mugging/ransoming whoever is unlucky enough to fall into the aqueducts, usually sewer workers until they were forcibly retired. Despite their monstrous appearances and unsavory activities, they are a loving couple and concerned parents. Valerie regularly sends them money, but hasn't seen them for seven years. They look like ugly wolf-blob people.

Draconia Lux-Falkouris “Dragon Princess,” the current heir of the Prince(ss)ly House Lux-Falkouris, one of the richest and most powerful families in Tykoria. She lacks much cruelty of the Tykorian nobility but inherited much of their beauty. She has ambitions to socially reform Tykoria. while it may not solve all the problems in her lifetime, it will at least ease the suffering of the poor and point Tykoria in the right direction. This understandably has earned her much enmity from her peers, whose plans for her are particularly unpleasant. The Dragon Princess resembles an elfin human with elaborate crystal horns and pretty, if pretty useless, dragon wings.

Imperius Lux-Falkouris “Dragon General,” the officer who referred Valerie to the Lux-Falkouris family and the brother to the Dragon Princess. He is humorless with a fearsome reputation backed up with his mastery of blade and magic. He respects absolutely nothing other than power and the family name. He is kind of a dick. The Dragon General and Valerie respect each other on a professional level but they share no love. The Dragon General resembles an elfin human with branched horns. He is confirmed to have the ability to fly without wings although Valerie has not seen it in person. Yet.

*The No-Eyed Wolf/“No-Eyes,” the mysterious entity who attempted on Dragon Princess’s life. It is completely invisible – until Valerie managed to see it for some reason – and tried to fight it (because that was what she was paid for, okay). The ensuring scuffle was completely one-sided. No-Eyes obviously won but for some reason, left Valerie alone. No-Eyes is a shapeshifter made of shadowy smoke-stuff who usually takes a form of a wolf or at least, a wolf-headed humanoid. Despite its moniker, it is completely covered in eyes – eyes that show only emptiness and…solidarity. Valerie tries not to think about why but it is hard to succeed when the very thing you are avoiding is haunting your dreams.

Crew: Valerie would like to work with someone else. Thank you.
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01-18-2017, 03:08 AM (This post was last modified: 01-19-2017 11:00 AM by Kadis.)
Post: #9
RE: Hell or High Water: Adventure and Death on the Waves
Name: Elodie

Race: Dryad

Place of Origin: Narrena, a small temperate island far out to sea, known for its towering hardwood forests, craggy cliffs, and heavy mist. The island is mostly uninhabited by regular people but houses hundreds of forest spirits who do the standard 9-to-five routine of whimsical frolicking (if anyone spills rum on deck, Elodie will attempt to demonstrate the frolicking. Badly.) Lately, a few enterprising logging companies have set up shop too.

Appearance: A slender humanoid, around elf-sized, with pointed ears. Dark brown skin, slanted green eyes, and short spiked green hair that looks suspiciously like pine needles. Glowing orange designs are etched into her arms, the same as the ones on her tree/mast. Wears a ragged piece of sailcloth as a toga. She thinks it looks ethereal, but honestly it’s just kind of grubby.

Skills:

Nature Affinity – Like most dryads, Elodie can read magical fluxes. She can also talk to plants. Not that algae has much exciting to say.

Sawbones – Dryads have a natural affinity for healing magic. Ever since getting cut down, Elodie’s interest has expanded to include normal human healthcare. Her ‘tragic condition’ led her to investigate amputations in mortals and she has cultivated an interest in surgery she describes as ‘academic’ (and others describe as ‘gross’, ‘creepy’, and ‘HELP’).

Root Access – The wizards who designed the Ship used stasis magic to keep Elodie’s tree alive long after it was cut down, saving her life in the process. Although her tree looks like a regular ship mast (albeit with obviously-magic glowing symbols burned on), it has sent out tiny roots all over the ship, granting her some level of awareness about what’s going on in every corner of the hull. Elodie’s anger can shake the bones of the Ship and although she’d never call herself captain – that would be admitting there was something in the water worth doing – but if someone she doesn’t like takes over, her hissy fits could sink the whole ship. She generally knows nothing about sailing, though.

Background:

The stories of those who have seen dryads are famously muddled, differing on everything from temperament to appearance to their very existence (with a bizarre stopoff to discuss cup size, especially among sailors), but one thing stays clear: a dryad can never stray far from her tree. This is an unfortunate fact for Elodie, as her tree has become the mast of a half-finished monstrosity of a magic ship.

Elodie lived most of her life in her tree, a towering conifer in the heart of the Narrenan forest. The island, isolated as it was by fog and storms, rarely received visitors, so when a small group of salt-stained bedraggled humans stumbled off a small boat and into the woods, Elodie’s curiosty was piqued. One of them, a young woman with nervous hands and a shimmering robe, passed her tree, so she appeared in the branches and pointed the human in the direction of fresh water and the nearest inhabited port. The woman thanked her profusely, bowed, went back to the shore, and promptly came back with a group of workers and shovels. That was around when Elodie resolved never to be nice to anyone again.

Being uprooted from the soil was painful, and the wards they placed to keep her tree alive more so. Elodie rode the long distance to the wizards’ workshop on a rocking raft, dragged behind their ship and tossed nauseatingly on the waves. Once there, it became apparent that some young magic professors had had the bright idea to build a ‘living ship’ – something that made use of the elementals they sought to control. Elodie and her tree were raised and woven with magic into the hull, on which someone had already marked the place for the ship’s name in preparation for the inevitable heroic paintings of their success. Elementals were gathered, including a terrifying, monstrous salamander for the ship's oven, and the dream of the wondrous boat was nearing completion.

As the months dragged on, there was only one single complication couldn't be overcome by the mage's magical prowess - who got to name and own the actual ship. The budget had been high, the materials were, by nature, impossible, and getting all of these wizards to share their stuff this long already was a miracle. The mages fell to bickering, then to passive aggression, then to aggressive aggression. Finally they sat down, talked it out, and decided to preserve their alliance, return to their studies, and leave the ship to wait to solve the matter through either their indisputable academic might or for time to make the decision for them.

They ended up going with the latter. The last of those tree-forsaken wizards died fifty years ago and Elodie ended up naming the ship herself. She called it Ship. (Creativity has never been her strong point.)

Elodie was trapped in the warehouse, surrounded by the skeletons of a dozen other forgotten magic projects. She filled her days eavesdropping on the dock workers to learn new swearwords, setting more and more ridiculous sets of rules for the conduct of the only other elemental still stuck in the ship (the salamander, both because it had gotten too fat and content in the oven to be removed like the others and because of course it was), and generally stomping around being a big grumpy bitch to anyone who came within earshot. Someone will come eventually, though. They wouldn’t have forgotten her here… would they?

Goal: For now she just wants to get out of the warehouse, but generally Elodie lives to find those idiotic mortals who cut down her tree in the first place. Not only did they ruin her in the prime of her life, but they couldn’t even be arsed to finish the damn ship? First they’re going to apologize to her, and then they’re going to apologize to the tree, and then they’re going to do their dumb wizard thing and put her back in the forest where she belongs. Assuming they’re still around, anyways.

Important Relations:

The Dryads of Narrena – Presumably still back on the island, frolicking in the moonlight without her, those jerks. Elodie assumes they’ll take her back if she manages to get herself restored. She’d be mortified if any of them saw her in her current state.

Magos Petra Lorek – The mastermind of the Ship, the woman in the woods and the one name Elodie remembers from her capture all those years ago. Petra was a bright-eyed enthusiastic thirtysomething trying to prove herself back then. If she’s somehow still alive (because wizards), Elodie plans on having words with her (the words in question being ‘fuck’ and ‘you’).

Zhuun – A salamander and the small fire elemental that powers the ovens in the Ship’s mess hall. Zhuun is friendly, talkative, and placid, seeming mostly interested in sleeping like a fat orange lizard-cat and occasionally trying to cook something from the ship's long empty stores. Elodie is terrified of him and will not let him leave his container (on the off chance he'd ever want/be able to).

Crew: Literally anyone. Some dashing rogue of the PC or NPC persuasion is bound to stumble on the Ship eventually and find themselves dragging a grumpy tree spirit along on their own adventures. Maybe they can even give it a real name at last.
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01-18-2017, 08:17 AM
Post: #10
RE: Hell or High Water: Adventure and Death on the Waves
Name: Ranald 'The Rapscallion' Regius

Race: Human, bog standard, genuine article

Place of Origin: Fuck if he knows, Ranald was an orphan who got passed from island to island more often than it rained.

Appearance: Tall and lithe for a human, composed of lean muscle and tanned by long days spent on rooftops in the burning sun since his youth. Ranald is a dirty blonde with brown eyes often dressed in simple pantaloons and wide shirt for ease of escape. He one day dreams of being able to afford proper clothes, but he is working on that.

Skills: Ranald is a smooth talking thief, whether its women's hearts or their fathers' strongboxes, his deft hands find their way to whatever he happens to be after that day. Growing up rough and fast, he is a master at lockpicking with even the most unlikely of implements and is familiar with a dizzying variety of locks. He is also an avid climber, indeed, for his biggest score to date he only need a rope, a hook, a knife and a nail in order to rob the Parliament of Jhemsver Isle.

Sure he was discovered the next day and had to abandon his haul, but he still got the damn score, so shut up.

He is also a deft knife fighter, a necessity in his lifestyle, and it is a testament to his skill that he is not only alive, but has very few scars to show for it. He has also taken a recent interest in becoming a pistelero, but needless to say he needs quite a bit more practice at firearms before he is proficient with it.

Background: Ranald has a dream. And that dream is to become the greatest theif in all of history, human or otherwise.

He has no idea by what measure you could define such a theif but hey, he has to believe in something, it all started when he first stole the key from his caretaker at his first orphanage at the age of five. Which he then used to sneak out, steal cookies and then use the cookies to buy toys off of his fellow orphans. He of course got ratted out and punished for it which just thought him to only ever trust and rely on himself.

But this started a lifelong obsession and fascination for him, that of being able to take from others without them knowing, the harder and more profitable the thievery, the more satisfying it was to him. The material benefits were just icing on the cake.

He learned, over time to moderate himself, so as to not be a simple kleptomaniacal fool who just nicked whatever happened to be convenient. He knew far too many men with far too many knives for that to be an extensive career otherwise.

This served him wisely as he grew up, being foisted from isle to isle after each prospective orphanage inevitably tossed children up to be crew members of passing ships. Somehow he always ended up on that chopping block, at least until they landed on a new isle, he escaped, got caught by authorities, dumped in an orphanage and then the cycle would repeat itself.

Indeed, cycles always seemed to be Ranald's curse, no matter how meticulously he planned a heist, no matter how successful the score, he was always caught, had to flee, leave everything behind and start over again.

Not anymore, this time, Ranald was taking control of his life, he was going to take to the waves and take matters into his own hands for once. He was not going to bitch and moan about the unfairness of his life, he was going to take what was his by his own merits, because as he always says; "If I have to pay for it, not only is it not worth it, but I don't deserve it in the first place." And so with that taken to heart he decided on what he was going to do to remedy his situation.

Ranald was going to steal himself a ship.

Goal: TO BE KING OF THE PI- To be the greatest thief in history!

Important Relations: "Friends", hahaha, that's rich. But despite that there are some noteworthy figures in Ranald's life. All of whom want to take a chunk out of his hide for one reason or another, here is only a few such luminaries:

The Gadfly sisters: A pair of catfolk women who Ranald spent some time growing up alongside during one of his longest stints on any one island - The Isle of Grenvald, of which he spent five years between the ages of 9 and 14. Neither of them are particularly fond of him.
Cynthia - The first of the Gadfly sisters. In a lot of ways Cynthia is Ranald's mirror, everything he wanted to be but better at it than he was. An orange, ringtailed catfolk with piercing yellow eyes, Cynthia was always quieter, quicker, craftier and most importantly, always got away. And was never afraid to gloat about the fact. Until one day, Ranald did as Ranald does and used that silver tongue of his, luring Cynthia into a false sense of security and humiliated her with one of his best hoodwinks and snatch-grabs of his young life. Although one of the highlights of his youth, he cant remember what it was, exactly, he had taken from her, other than her pride. Ah well, probably pawned off in some far away port by now.
Corinthia - The second of the Gadfly sisters. Just as sharp tongue and quick witted as her sister, this grey, spotted tailed, blue eyed catfolk focused her prodiguous talents and focus in the arts of magic and was already the youngest apprentice of the island's mage guild when he met her. Just as apt to dupe and humiliate him by using her talents to goad, trick and aid her sister's shenanigans, often at Ranald's expense, he took particular pride in also duping and tricking her when his own time come, and left that isle with something of value of her own, on the same afternoon he had hoodwinked her sister no less! He hasn't seen either in 12 years now and is just as glad for it. The looks on their faces as he left them at the port was priceless.

Gekin 'The Gretchen'' Gobbo - Part time partner of Ranald and long time frienemy that he has, on a number of occasions left strung up for his various escapades. Which is just fair seeing as the despicable little goblin has more often than not tried to do the same to him.

Mariana & Trusk - A brother and sister 'merchant' crew, a pair of elves Ranald had the misfortune of running across more than once. In his defence, they tried to sell him into slavery first.

Dregnald - "CRUSH KILL SMASH, CRUSH KILL SMASH, CRUSH KILL SMASH!" Ranald doesn't know who this dragonborn is or what he wants, but oh God he had never ran so fast in his life.

Perivald 'Buckethead' Syrencar - Ok, so only Ranald calls him that, but to be fair, he was the one who first called Ranald a rapscallion in mockery of him, so it was only fair does. This paladin part-time witchhunter has spent his weekends moonlighting trying to stick Ranald's head on a pike. How was Ranald supposed to no they were his daughters... night after night? Ok, yeah, maybe he had an idea, but hey look, they invited him! Alls fair in love and war right? Anyway, not as if he needs to worry about the guy, he lost him three islands ago.

Grus - Fucking dwarves, its just gold, get over it already! Damn beer swilling, brown bearded, gun toting bounty hunting nutjobs, the lot of them.

Defnir Mistborn - Moth people were weird, strange multifaceted eyes, feathery antennaes, those stupid creepy fluff collars they got and those massive fuck off wings. Worst of all is the silence, just damn creepy. But either way the guy was a good partner in crime Ranald had worked with, shame about having to leave him behind. But hey, if Ranald's experiences was anything to go by, it was either he was gonna turn his back on him or the mothman would.

Crew: Oh yeah, like Ranald has two crowns to rub together at the moment, let alone enough to afford a crew.

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01-18-2017, 07:22 PM
Post: #11
RE: Hell or High Water: Adventure and Death on the Waves
Name: Hinewai
Race: Human
Place of Origin: An island to the north. Hot and humid, with lush flora and varied fauna. Her island in particular was considered to be the boonies, populated only by a town's worth of humans in its heyday, and three days from the nearest big trade island. They were partnered up with a few similarly tiny islands in the area, and combined to have a somewhat successful trade and defense force between them all. Used to have a prosperous farming/fishing community and a few of the better weavers in the far north, but after a pirate attack about fifteen years back, it's been in poor shape.
Appearance: Hinewai's six foot and an inch of muscle! Tan skin and honey golden eyes, with long black hair in loose waves, usually kept out of her eyes with a headband. Looks like a bigger buffer version of her mother. She has a few deep scars over her face and arms that are now covered in tattoos. She is a huge fan of shorts (sometimes under more traditional dress) and doesn't like wearing things that cover her arms unless she's rather close to the center of the world. She is also known to wear a cloak on occasion, feathered, from home.
Skills:
  • Sailing- She got where she got on her own work. Like most of the things she does well, she learned a solid foundation at home, and got ten years of experience out on the seas.
  • Navigation
  • Fighting (DUAL. WIELDED. MACHETES.)
Background: Hinewai was born to her village's leader and the head of the tri-island trade fleet. Her childhood, for most of it, was pleasant. She learned about the world around her through passed down stories, and the fresh ones her mother would bring whenever she was in town. She learned to sail and fight, and seemed well on her way to follow in one of her parents' footsteps, though she wasn't sure which. Roughly every inch of her island got explored, and when she had the opportunity, she went through most of their sister islands too.

When she was 15, a pirate fleet came to her island, and destroyed almost everything they didn't steal. The trade fleet was out, and without so many inhabitants (not that it would have made much difference), the islands' defenses were no match. Hinewai stood bravely (cough, recklessly, cough), facing off against the captain, who was an Elf with a crecent-shaped scar over her stomach. She was bested, horribly, leaving her with her memorable scarring, but the pirates left without killing her. By the time her ships sailed off, the inhabited part of the islands was burning, in ruin, and their dead lay all over. The children were there, as well as a few old people (some had not survived the scuffle, but none from weaponry,) and two pregnant women. The trade fleet with Hinewai's mother on it never returned, and no bodies had been found.

They spent years rebuilding their island, Hinewai attempting to take up the mantles of both of her parents. When she wasn't doing what was necessary to keep the island afloat so to speak, she was sailing, out to her sister islands, and the big trade island. When she wasn't doing that, she learned to fight, everything she could learn from hers and the bigger island out west. Driven gal. She needed to be big, and tough, for everyone, or so she then considered it. When she was 19, still consumed with rage, she left the North, and began seeking out the pirate that destroyed her home. Her adventures were of a livey sort, her sailing from island to island, tracking down any lead she could get on the pirate, getting into fights, getting into drunken fights, and so on, until one day she went to a healer after a particularly nasty fight. He did his work, and toward the end commented that this sort of life wasn't safe for her baby.

Uhh. Welp. That was news. Six months, a stint in jail, three boat trips, and one near-fatal sea battle later, Waimarie came into the world, and with her birth died any leads Hinewai had. Despite her... odd looks (she didn't remember screwing a tiefling, what,) she loved her daughter, and one didn't exactly bring a baby to bars, or other areas one might find information on a pirate captain. She's spent the last five years roaming, trying to raise her daughter and track down the pirate, though she feels neither have been... particularly successful.
Goal: To find and kill the leader of the pirate band that destroyed her home, and find a safe place to raise Waimarie, in equal measure.
Important Relations: Waimarie, her daughter. She is five at the start of this, and her father was a tiefling human, and she looks as that implies. (Her looks are the only reason this is known.) She has a few cousins roughly her age back on her home island, but while she loves them she hasn't spoken to them since before Wai was born.
Crew: Proooooobably not. Sounds fun, but she has no reason to stay with any particular group. Maybe she can just run across folks sometimes? She'll be traveling an awful lot.
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01-19-2017, 06:03 AM (This post was last modified: 01-20-2017 01:15 PM by Whimbrel.)
Post: #12
RE: Hell or High Water: Adventure and Death on the Waves
Name: Sailcloth Sam
Race: Undead Human--Skeletal
Place of Origin: What's the place you're from like? You've mostly got free reign here (because there're loads of islands too small to even be shown on the map,) but you might wanna run it by me to make sure it fits the general world well enough. Otherwise, I'll contact you and let you know if something needs adjusting.
Appearance: Most of Sailcloth's skin and innards are long gone, but he's tried to maintain at least a basic covering over his dang zombie bones, sewing himself a new skin from sturdy cloth and stuffing it with, well, seaweed, mostly. It's decent enough at a glance that with concealing clothing he can possibly shamble through a town at night, maybe do some shopping in poorly lit bars and not be immediately caught out as an undead abomination. This was one of his main jobs on the Ha'penny Nacre, by the by. The ship loved to have living crew, but hated to let them leave, so SOMEONE had to go ashore to get the things they needed to stay that way.
Skills:
Sewing + Assorted Rope-lore - Every sailor worth their salt knows how to tie a knot, but Sailcloth Sam goes above and beyond in terms of the artistry and practicality of his rope-work.
Dead - It has its drawbacks, sure, but he can take a sword to the gut and keep on doing whatever he was doing, so I'd say it's pretty useful in many instances.
Background:
Goal: Sailcloth Sam would dearly love not to fall back into the clutches of his curse to drown for all eternity. It was very unpleasant.

The influence of the ghost ship held it firmly at bay while she still sailed the sea, but now that it's dead, well, he considers himself lucky to not already be incapacitated. There must be some lingering power yet in the Ha'penny's remains--the sailcloth he's wearing as a cloak, and the burnt quarter of the ship's steering wheel that floated free from the wreckage.

Draper's trying to push him to revive the Nacre, but he's ready to hop for an easier solution, like finding a "friendly" necromancer or something.
Important Relations:
The Ha'penny Nacre - She was glorious--no matter how many times she was sunk, the Ha'penny Nacre would rise again at the next half-moon, ready to terrorize the sea with her ghostly crew. Weirdly, the ship was very insistent on having a living captain, and would go to great lengths to capture and retain them--and then proceed to listen to the undead first mates over the demands of the captain most of the time. Probably because they'd been around long enough to know what they were doing.

Draper - Draper is a weird poltergeist who seems to be haunting Sailcloth Sam. She's the only other "survivor" of the Ha'penny Nacre, as far as Sam knows.
Name: Draper
Race: Poltergeist
Place of Origin: A subject of much debate amongst the crew of the Ha'penny, as absolutely no one could remember a time when Draper didn't inhabit the ship, and her facial features are rarely seen and quite faded in the usual manner of ghosts, making it difficult to even guess at her ethnicity. Not that that stopped anyone from making guesses.

A popular rumor held that Draper predated the ghost ship, her remains not entombed within its hull--and considering she survived whereas all other permanent spectral residents found themselves cast back into the chilly embrace of a final death with the ship's destruction, Sailcloth finds this to be a plausible rumor.

When she cares to comment at all, Draper has been known to say only one thing about her homeland: "...dry."
Appearance: What do you look like?
Skills:
Skillful Interior Decorator.
Ghost Ship Empath.
Furniture Role-player.

Background: What's your life story?
Goal:

Lingering Attachment? - Commonly accepted knowledge of ghosts dictates that they must have at least one strong attachment, formed before death, to remain tethered to the mortal plane of their own volition. Given that Draper presumably teamed up with the ghost ship at some point after her own demise, so either she's just really, REALLY enthusiastic about furniture, or there's something else she'd really like to --"REVENGE" --thank you for that input, Draper, even if it just raises questions...
Important Relations:

The Ha'penny Nacre -

Crew: "...yes... ... ... ...for Nacre... ... ...the living..."

Crew: Sporadically?
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01-21-2017, 02:05 PM (This post was last modified: 01-21-2017 02:07 PM by Protoman.)
Post: #13
RE: Hell or High Water: Adventure and Death on the Waves
Signups end on the 25th! Feel free to start making deity and race submissions!

SUBMISSION TEMPLATES

Gods
GOD: What's the god's name?
RELIGION TYPE: How does this religion worship? Monotheist, Dualist, Polytheist, or Omnitheist?
DOMAIN: What does this god govern over?
APPEARANCE: What does this god look like?
DESCRIPTION: What is this god's personality? What do they command of their followers? What's their outlook on life? History? Relationship to other gods? Any pertinent details here.

Races
RACE NAME: What are these folks called?
APPEARANCE: What do they look like?
ABILITIES: Any cool tricks?
HISTORY: What have these folks done? Any outstanding rivalries or grudges with other races?
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01-21-2017, 02:22 PM
Post: #14
RE: Hell or High Water: Adventure and Death on the Waves
RACE NAME: Hu-mans
APPEARANCE: Skin can range from white to black in tone, and also red, brown or yellow pigments. Does not appear to be a camouflage technique, could have something to do with diet? Skin is weak and pathetic, not able to shrug off arrows or sword-wounds or anything. Barely does a functional job of keeping their blood in. Have hair on the head and can grow it over their face to keep their weak flesh warm. Hair falls off in old age as an act of genetic self-destruction so that the elderly will die off from cold faster. Two hands and two arms, so unoriginal. The species have two orifices for excretion, one of which doubles as their reproductive tools, seems disgusting and unhygienic, the males' also seems to double as a weak point so that an unwanting female can strike out to show her rejection of his advances. No claws of meaningful note and have weak and pathetic jaws and teeth, require tools to carve up their food for them.
ABILITIES: Only have the senses of sight, taste, sound, smell and touch, and not very good at any of them. Probably so that they cannot perceive their own ineptitude. Can't even see in the dark, which is when they go to sleep to maximise efficiency assumedly.
HISTORY: For such a pathetic bunch, they multiple like vermin. Thankfully they keep fighting everyone around them and each other so that keeps the population down.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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01-22-2017, 10:18 AM (This post was last modified: 01-26-2017 10:22 AM by Bigshot.)
Post: #15
RE: Hell or High Water: Adventure and Death on the Waves
Name: Niabi (or Bi/Bee for short.)

Race: Tiefling

Place of Origin: A nice little ol' island! Though, that's kinda where most people are from. Bi's island sets itself apart by being an island composed of mostly nomads! People come from all over to the little haven to start new lives, or even just a stopping point before moving onto something bigger. Her parents established themselves here after finding her and raising her as their own. Neither of 'em were Tieflings, and the locals were pretty worried about a little demon girl for a while, but most chilled out with time. The vegetation is sparse, or was when people first started gathering there, but has really started to flourish after help from the locals. Greenery is definitely more prominent now than it was before, and the rainy nature of the island has only helped everything grow.

Appearance: Niabi stands at 6'6" (With her horns, and 6'4" without) and is a fairly scrawny gal. Poor thing's definitely slightly underweight for the height she's at. Gangly would be a pretty good word for her. As for the rest of her, she's got a fairly textbook Tiefling appearance. Her skin is a fairly dark charcoal colour, her hair a soot black and very curly. Curly enough to take a shape of its own, one that seems to change day-by-day. The horns on her head start at her temple, twisting forward and ending in sharp points, adding a good few inches to her height. Her eyes are bright pink, her skin dotted all over in dark freckles that earned her her name. Niabi. Fawn. Being as close to her demonic heritage as she is, she's also got a tail, pointed ears, and some pretty prominent fangs, just like both of her birth parents. She's also got a vivid scar on her back, one that was clearly received from being struck by lightning. It arcs the same way lightning does, tracing her veins and curling over into her shoulders and the fronts of her biceps.

Skills:

Bein' funny! Everyone could use a little entertainment in their lives sometimes, right? Few are as charismatic as Niabi. It's what she's good at, after all! Someone as unlucky and unfortunate as her learns to talk well real quick.

Charisma! As previously stated, Niabi's pretty damn good at talking to people. Be it asking for directions, expressing concern, or lying to get out of trouble with a local, she's got it fairly well covered.

Reaching things! Self explanatory. She's pretty tall.

Demon magic! It's a long story, but Niabi's what people would call a WARLOCK. The being attached to her gives her a particular affinity to all things electric, which can be awfully dangerous when you're surrounded by so much water. Also, when you're basically a tall lightning rod, like her!

Horrible Luck! Not really a skill, just something worth mentioning. All throughout her life, misfortune has perched on her shoulder. It's always something she laughs at after, but also a good lot of what shaped her life. Probably what led her to her little demon friend, too.

Staff skills! Her weapon of choice is a metal staff, one she carries around and uses to defend herself and beckon the storms with. Or, what she'd like to beckon storms with eventually, when she can actually, y'know, do cool stuff with her powers.

Being great with kids! That's totally a skill. She's such a damn hammy performer that kids love her, and she thinks they're pretty adorable, too.

Background: Born to two Tiefling parents, Niabi also ended up being full-blooded Tiefling herself. Her mother was a Nun on her home island, of a religion that vows abstinence and devotion to their God. Which...makes getting pregnant an awfully bad thing, huh? Especially for the man who allegedly was the culprit. As soon as Bi was born, her mother gave her up, and not to the father. Obviously. Because he was hanged pretty shortly after Mommy Dearest announced her pregnancy. As soon as she was born, Niabi was handed over to a nice half-elf woman, Theona, who took her in as her own, raising her along with her dwarf husband, Kharon. They couldn't have any children of their own, and were elated to accept a daughter, regardless of her lineage. They moved shortly after taking in the baby girl, and made their way to the island Bi would call home for the next 24 years of her life. More people arrived and also decided to settle, and became a constant.

Of course, there were hardships. The local kids around her age often didn't like her, and she usually provoked them rather than backing down from there taunts and teases. It caused some friction between her and their parents, and her parents and theirs, but she managed alright. It didn't make her physically stronger, but it did make her emotionally resilient. It's hard to wipe a smile off of Niabi's face, and often times trying to only makes it stick that much more.

Bad luck plagued the child, and her parents soon learned that she was a handful often unintentionally. Pre-teen years were rough for Bi, with teen years only making things that much worse. She didn't have the means to stand up for herself very well, and her encouragement of the trouble that followed her didn't help the situation. Niabi was in trouble with the locals. A lot. Nothing bad enough to get her imprisoned, at least, which was a small blessing. Just enough to have her doing way more community service than almost anyone else.

It's during some of her service that her worst luck yet strikes. Also, when lightning strikes. The details are hazy in Niabi's mind, but she recalls being outside during a particularly powerful thunderstorm on her island, determined to finish her duties before turning in. Weather be damned, she wasn't going to get time added to her already lengthy service. The bolt of lightning that hits her isn't something she remembers that well, either. Nothing but white-hot pain, at least. It's not that entertaining, and often not something she recalls to others. What she DOES recall vividly is the being that visits her through her haze, appearing on a pitch-black plain and seeming to speak to her in her head. Avio, the creature calls itself, it's body small and it's face twisted into a mischievous grin. It would save her life, in exchange for her service.

And what's a little more service so her heart keeps beating, right?

From that day on, she'd earned herself a scar, and a lifelong friend. Or, maybe not? Hard to tell with the little imp. The only blessing was that their sense of humour seemed to align pretty well, something she's thankful for. Turns out, you can do way more pranks when you've got magical powers. Also, it makes her performances way, way cooler.

Goal: To travel. To explore. To entertain. To understand. To feel. To love. To Learn. To master her magical abilities. To understand AVIO.

Important Relations:

Mother/Theona: Best Momma ever. Half-elf woman that supported her daughter no matter how much trouble she got in. Stuck-up for her when she was blamed for things, when she got in fights, and even after the whole struck-by-lightning-demon-magic stuff. Great lady.

Father/Kharon: Man of few words, not to be mistaken for a man of few feelings. He cares for his family and friends very much and simply doesn't know how to verbalize it. Definitely supported all forms of discipline towards his daughter. Often times ruled on the punishments himself. Dwarf.

Gay Aunties!: Not really Aunties, but definitely really gay. Helped teach Bi compassion, self-love, and respect for others. Also helped tell her it was okay to be gay! Thanks, human Aunties!

Granny Baba: A very old Tiefling woman. The oldest in the settlement. Served as a wizened old grandmother to Bi despite not being related to her. Helped her craft her humour, and her love of pranks and entertainment.

Avio: The demon she'd made a pact with to spare her life. Or, at least, it called itself a demon. at the time Avio sure looks like one too, what with the whole black-skinned, tiny, pointed body she inhabited. Avio's a feisty little prick, but also boundlessly helpful a lot of the time, and always offering scathing retorts. Sometimes, she tries to order Niabi around a little too much, but Bi's gotten pretty good at tuning her out.

Crew: HINEWAI, AM I RIGHT? Though I imagine Bi's probably solo at first. She can mix well with just about any group so I'm not picky. Put her with anyone! She'll annoy or entertain them no matter who they are! Maybe even do both!
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01-22-2017, 11:20 AM
Post: #16
RE: Hell or High Water: Adventure and Death on the Waves
God: The Four Armed God
Religion Type: Omnitheism, Apocalypse Cult
Domain: Combat, Destruction
Appearance: Descriptions of the Four Armed God vary sect by sect, but most believe he possessed pitch black hair, ruby-red eyes, and a humanoid appearance, along with two sets of muscular arms.
Description: The Four-Armed God, The Planar Exile, The Bringer of Destruction - these are many names for, what the Cult of the Four-Armed God believe, are the same entity. Interpretations of him, they argue, appear in the texts of many faiths. Most agree on one thing: the Four Armed God was an unstoppable force that entered our world from planes unknown, whose very existence seemed to tear the fabric of reality. Every account has him exiled from our plane, usually through the combination of other Gods cooperating, never to return. However, on this last bit, the Cult disagrees; they believe their god WILL return. In fact, they believe he is DESTINED to do so, to bring the end to all things. And so they worship him, in darkness, and in secret, engaging in ritual combat and animal sacrifice in his name. The sacrifices are consumed raw by the cult's 'Champion', each of whom is required to specialize in using a common object as weaponry. It can be a rope, it can be a chair, it can be a seemingly-non-threatening kitchen implement. As long as it is something that one wouldn't normally expect to be a weapon of mass destruction, it'll suffice.
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01-23-2017, 08:40 AM (This post was last modified: 01-23-2017 08:42 AM by Acolyte Doctor.)
Post: #17
RE: Hell or High Water: Adventure and Death on the Waves
GOD: Elusis

RELIGION TYPE: Omnitheist, also a cult.

DOMAIN: All things true, false, and temporary. Masks, illusions, knowledge. They are not necessarily evil, but they are definitely fickle and chaotic-leaning. The moon, due to its ever-changing appearance each day, is associated with Elusis. The Order of the Sacred Moon is Elusis’s most organized and largest cult (which isn’t saying much, more on that later).

APPEARANCE: Well the Order of the Sacred Moon claims that Elusis has no form due to being a primal manifestation of chaos and a perpetual shapeshifter. However, it is really hard to make a cult if you don’t really have a symbol to pay respect to, you know? Anyway, Elusis can be of any shape and size, but they are always wearing a fancy mask, one especially festooned with lunar symbols.

DESCRIPTION: Elusis is frustratingly enigmatic, even to their followers. According to the script, Elusis made the world and wreathed it in a powerful illusion for some reason (asking why is a great way to start a brawl in an Elusis-infested bar). Because of this, nothing can be trusted, their own sensations and even the other gods, who might be Elusis doing a really good disguise. Understandably, Elusis cults are freakishly rare and disorganized as heck (the Order of the Sacred Moon is just a freak miracle that shouldn’t had happened but it did).

Despite their hardcore solipsism, Elusis worshippers tend to be impeccable scholars and their libraries (or the remains of the libraries after another holy civil war) tend to host rare and wondrous knowledge. Elusis worshippers usually are pleasant if a little weird, but the bad-egg ones tend to be downright dangerous. Elusis-blessed worshippers are mainly warlocks (mostly because they “steal” the power from their patron god or something like that). Elusis clerics are often lauded with saint-like reputations among Elusis cults. Elusis clerics are also downright dangerous, thankfully they are mercifully rare.
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01-23-2017, 08:52 AM
Post: #18
RE: Hell or High Water: Adventure and Death on the Waves
GOD: Zartraz
RELIGION TYPE: Monotheism
DOMAIN: Clouds, Perseverance
APPEARANCE: Zartraz appears as a battered and scarred humanoid. He has a powerlifter's physique and tanned skin. His skin is latticed with scars both surface and deep, making him look like a patchwork god sewn together. Two scars in particular stand out, a singular one with scar tissue darker than the rest of his skin and another that goes down to the bone. The first starts at his chin, spirals down around his throat, and coils around his right arm. The other is a massive gouge in his left hand, the flesh melted away down to the bone. His head tends to be covered in clouds from the top of his mouth up, almost like a mask, even having holes for his sky blue eyes. In his not wounded hand, he carries a sword that sparks with the power of the heavens.
DESCRIPTION: Zartraz may not have been the beginning, but he will be there until the end. It is told that, at the beginning of the world, the sky was rendered dark by an innumerable amount of storm clouds, crackling with lightning from a god that sought to control the skies. Zartraz was said to have climbed a lightning bolt into the heavens while the storms around him ravaged his body. His preachers say that it was only though Zartraz's extreme willpower that he was able to even hold his body together. When Zartraz reached the malevolent god, he slew him and took claim over the power of the clouds, sending them away and staking his domain as god over the islands.

Zartraz loves and supports his followers as a sports star would cherish their fans. It is said that he protects the skies by bringing healing rains and keeping the sun exposed. However, when it comes to gods, Zartraz is much less accepting. There is acknowledgement on his part that other gods exist, but they concern him. He fears what other gods may do to the world he has helped build and, as such, seeks to be the only god there is. Tales say that thunderstorms happen when Zartraz engages in combat with another god. His worshipers tend to be those who feel like they have been slighted by other faiths, those who have nothing left to lose, and those who refuse to give up.
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01-23-2017, 09:51 AM (This post was last modified: 01-27-2017 08:56 AM by Acolyte Doctor.)
Post: #19
RE: Hell or High Water: Adventure and Death on the Waves
RACE NAME: Larithae (singular and plural)

APPEARANCE: They resemble humanoids with the head, feet, and wings of marine birds (sea gulls, terns, et cetera). They usually reach the height between seven to eight feet tall, also they’re like scary muscular. Like fucking ripped holy shit.

ABILITIES: Larithae can fly and their mastery of flight is laudable. They are dexterous and supernaturally charismatic, although the latter is often rendered moot by their shitty attitudes.

HISTORY: Long time ago, in the days of yore, gods walked among men. The intermingling of celestial-blood and mortal ken begotten the Larithae, who built massive empires, bursting with peace and prosperity. Of course, that’s what the Larithae say and the available historical records remain dubious if that really happened. Anyway, Larithae, as a whole, have a reputation for being complete assholes. They are marauders, indiscriminately raiding villages and attacking merchant ships as a means (and an ideal means, according to them) of living. That doesn’t mean Larithae aren’t open to diplomacy but they do have that mightier-than-thou attitude that just gets under your skin which is super distracting when you honestly want to haggle toll fees and get the heck out of there.

Larithae usually keeps to themselves on chain of islands which they call the "Larthiae Scopuli." Where is it? Hell, if I know and why you want to go there. Don't go there. Larithae are jerks.

Fun fact: a raiding party of Larithae is called a “murder,” the more you know! They prefer to use strafing tactics, backed up by ranged weapons and magic, which from the looks of it, usually resemble the spells of bards and sorcerers.
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01-23-2017, 10:54 AM
Post: #20
RE: Hell or High Water: Adventure and Death on the Waves
Name: Brythos kai Malassa

Race: Halfling

Place of Origin: The Knossic Islands, a chain of hilly and foggy islands which are rich with gemstones. The main settlements are coastal, but heavily fortified, and the population is a mix of dwarves and halflings.

Appearance: A 3'3" tall male, with black curly hair, a beard, and the usual hairy feet of the halflings. Due to his hair and beard, Brythos is often mistaken for a dwarf, but he is proud of his halfling heritage. A closer look reveals that he is thin, not stocky like a dwarf, and his hairy hands betray his parentage. He has amber eyes and wears decent, if workmanlike clothes.

Skills:

Alchemy!
Sling-shooting (A Halfling heritage skill!)
Scholarship
Mechanics
Medicine

Background: Brythos was born to a mechanically-minded family. His parents were in charge of maintenance on mining machines, and he grew up learning how to fix them and build other contraptions. He was a bit of a bookworm, too, spending a lot of time poring over various texts in the mining town's tiny library. One of the few books there was called, A Treatise on the Alchemical Mixtures, and he took great interest in learning what was in the book. Some of the mixtures proved useful, helping heal hurt workers and clean dirty equipment. Others, not so much - he singed off his eyebrows several times.

Eventually, Brythos grew bored with the tiny community he grew up in, and decided to see the world. He left with the blessing of his parents to go to a larger, coastal town, and there he apprenticed with an alchemist. This alchemist, a dwarf named Zeu Nikeos, was obsessed with creating artificial life. After teaching Brythos all he knew, he disappeared one morning, leaving only a note saying that he was off searching for the famed Philosopher's Stone. Brythos took over his master's shop, but again he grew bored with the day-to-day drudgery of love potions and cold cures. Thus, he sold the business, took all his master's books, equipment, and materials, and set out on his own adventure.

Hearing that the pirates of the high seas had discovered some weird and interesting things, he decided that he'd find a ship and sail around until he found something interesting.

Goal: To build the World Machine, a contraption which can simulate an entire world

Important Relations:
Mother and Father - Cassandra and Aias.
Master - Zeu Nikeos
Crew: Eh? If anyone needs a mechanic/medic.

The one, the only, Vancho!
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01-24-2017, 08:48 PM
Post: #21
RE: Hell or High Water: Adventure and Death on the Waves
Name: Isolde Ceryar

Race: Human

Place of Origin: Brightwall, Golden Isle

Appearance: Isolde is tall for a human at 5'11", with dark brown hair and emerald green eyes. Makes no attempts to be pretty, having lived a rough life on the streets of Brightwall, and a rougher life on the seas of the North. She's a strong, hardy, durable, and overall driven sort of woman, with the eyes of one who sees things through, no matter the cost.

Skills: Isolde is a skilled swordfighter (employing a rather improvisational and dirty style in her swordplay), as well as a fair practitioner of stealth. She is at home in the underbelly of society, having learned the skills of a thief and rogue, and has no difficulty fighting to keep afloat.

Background: Isolde has been running with gangs since the age of thirteen, owing her initial loyalty to the Longcoats, a gang of ruffians operating out of Archibald Alley. As a girl with two dead parents (father taken by plague, mother by a broken leg that went untreated for want of money) and an absent older brother (who pursued a career as a smuggler), she had no choice but to grow up fighting, stealing, and cheating, and became a dependable member of the gang. This all came to an end after a sting operation by the City Watch. After a six month stint in prison, she was offered a tempting opportunity: Accept conscription onto a privateer vessel or spend the rest of her life breaking rocks. For Isolde, it was a rather simple choice, and she became a crew member of the Weeping Widow, a privateer vessel captained by Restless Reggie Barnes. Under his command, Isolde served first and foremost as a boarder, joining Restless Reggie in countless boarding actions. She became one of his best fighters, though he never trusted the former Longcoat with leadership.

One night, during leave in Brightwall, Isolde received word that her smuggler brother Bailey had been captured during a particularly unsuccessful operation. Bailey's captain, his crew, and himself had all been sold into slavery. After being rejected leave by Restless Reggie, Isolde deserted, disappearing on the first ship out of Brightwall.

Goal: She wants to rescue her idiot brother, of course. And hopefully avoid being hung for desertion.

Important Relations: All are deceased, except her brother Bailey. Isolde and Bailey were never close siblings, but he's the last relative she has left, and she isn't about to let him live as a slave.

Crew: None.
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01-25-2017, 08:13 AM
Post: #22
RE: Hell or High Water: Adventure and Death on the Waves
GOD: M'nak Phik-Sí Dreuhm Guhl
RELIGION TYPE: Dualist
DOMAIN: Coronation, Nightmares, Grandeur, Silk, Nostalgia, Reactionism
APPEARANCE: Pale young woman, almost white as marble, with wide, sparkling heterochromia eyes of various colours with eccentric, feminine clothes of mismatching colours from her sunhats worn at night to her knee length socks and riding breeches.
DESCRIPTION: A spirit usually invoked on cloudless nights near sparkling lakes, she has the appearence of a pale young woman with long, etheral hair tied into pigtails, known to lock mortals into paralysis with her gaze. Most often found in nightmares but is not beyond appearing to those who long for the past and willing to take action upon it, often inspiring them. Violently or otherwise.

GOD: Ser'inhia
RELIGION TYPE: Dualist
DOMAIN: Luxury, dreams, and romanticism, governs the romantic qualities behind the abstract material and spiritual desires of majesty and greed
APPEARANCE: A golden woman often seen holding a branch of an exotic tree held close to her breast, crowned with a silver halo of light of a falling comet
DESCRIPTION: A benevolent lover of people, and inspirer of the foolish and the hopeless, often met in dreams and responsible for the desire for a better life and the finer things of the world... and the dissatisfaction of what one has.

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01-25-2017, 09:06 AM (This post was last modified: 01-25-2017 09:09 AM by Corn.)
Post: #23
RE: Hell or High Water: Adventure and Death on the Waves
A trio of deities from some chains of northern islands. Almost always depicted as being an item.

GOD: Wai Pakaru
RELIGION TYPE: Polytheist
DOMAIN: The seas and all within them, the stars, sailing (duh,) and battle.
APPEARANCE: Wai Pakaru, like the rest of these gods, looks like a funny large human. He is relatively stocky looking, and well built, with giant sea-serpent scales making up the visible layer of the kilt-like armor he wears. His skin is marked (those who seek to honor him do the same, but nowadays that's more of a cultural than religious thing) with swirling waves, but the ink color is light enough in most depictions to where there is significant debate as to whether or not the markings are self-made, or if he was born as such. He is generally depicted carrying a spear tipped with a serpent's fang, and in some versions a small feather, shell, and bead are tied just above where it is gripped. In some depictions, he is not made of flesh and bones, but of dark seawater, appearing rather more ethereal than other interpretations.
DESCRIPTION: He's a bit grumpy, and easily the most fickle in his receptiveness to sentient beings. At times he dotes, giving them calm waters to travel and fish in, and at other times he is less kind, sending them nigh-impossible to traverse conditions. Many a safe journey and watery grave are attributed to his nature. He loves the world in its natural state, and wants so dearly to love sentient life as Pūkohoa, but so often they disappoint him, and he is quick to turn his back on them. Equally, he is quick to find hope in them, and enjoys watching them when their curiosity takes them to his domain, in spite of the dangers he may send them, and when they pull out the stops in defense of what they hold dear. That's brave. Other fights are pretty cool too, but not as cool. It's almost enough to make him proud... but never quite. Ah well. Makes him feel better about his amount of minding his own. His own adventures? He finds them quite a bit more entertaining. He is generally happy to tag along with the endeavors of his companions (despite his grump), for better or worse for those around them.

GOD: Rangia
RELIGION TYPE: Polytheist
DOMAIN: The sky, darkness/the moon, weather, song, good jokes (no really,) and exploration of all sorts.
APPEARANCE: She is a fairly lithe human-like goddess, wearing a long dress of light straw and beads that billows even when she is still. Though, she is rarely still enough to note it. Her hair is even longer, always flowing in a short train behind her, studded with flowers and feathers, appearing as if it is about to touch the ground at all times (but it never does, because that's gross.) Depending on the interpretation, she may be carrying a tome, a scroll, a stringed instrument, or a torch in her hand. In some depictions, she hardly has form, being a kindly gust of wind in one's sail, or a figure of fog on a cool morning.
DESCRIPTION: Carefree and ever curious, Rangia puts her boundless energy into everything she can get her fingers on. She loves to travel with Wai Pakaru, and pry for the secrets of the world, and she loves equally the arts in homesteading with Pūkohoa, and delving into the things that can be learned of new growth. She favors the intelligent and the expressive, finding that knowledge is well put into music and jest, as only the best of both are clever. However, despite this favor, she remains the most distant from sentient life. As much as she can enjoy their spirits and works, Rangia never found the races of the world to be worth getting attached to. She is in fact attached to very little besides her companions, and is known to be fleeting in her interests. Her projects are either completed with incredible speed and devotion, or they lay half finished, something else having caught her eye.

GOD: Pūkohoa
RELIGION TYPE: Polytheist
DOMAIN: The earth and most within it, light/the sun, crafts and construction.
APPEARANCE: Pūkohoa is the tallest of the three, and his build is a middle ground between the others. He has long but calloused hands, and wears a cloak of straw in which little sprouts have root. His kilt is of segmented pieces of leather inlaid with nacerous shell and fringed in feathers. He is depicted carrying all sorts of tools. His hair is kept up atop his head, to keep it from catching in his work. In the same depictions that give his companions no human form, he is an island in himself, and the earth quakes when he shifts.
DESCRIPTION: He loooooves humans. He has a fondness for many other sorts of sentient life, and has been known to show them favor, but humans are special to him. While his companions are content to interact with them sparsely, more interested in the world and each other, he is a champion of men, and comes to those who do better for each other. Easily the most sensitive of the three, he is the god you ask for aid, and particularly emotional guidance, for the most part. He's also the de facto childbirth god, funny enough. He just really digs sentient life, like, hell yeah, have babies, so I can watch them grow up. You guys are awesome. A nerd. But in any case, he too loves agriculture, and the variety of crafts he practices, and puts much of his time into personal projects. He particularly dislikes those who would destroy fine folk, or fine works.

Some snippets of myths and other unnecessary fun stuff under the cut (if accepted, will update this as they get thought up)
They don't demand worship, nor do they claim to be the only deities of the world, in most stories. They just consider themselves to have taken care of their domains in the north. Hell, few interpretations even claim them as the sole deities of their own domains. They're depicted as more doing their own thing, as free as they please, for the sake of doing such things. For the honor that comes with living and loving and learning, and as such, this is considered an ideal among their followers.

The three were created some time after the world was, according to their believers, and started working together to create survivable conditions because they got bored with just themselves and other gods.

Wai Pakaru wears no cloak because Rangia refuses to let the rains fall on him. Pūkohoa gets rained on, because Rangia thinks he needs it (and that it's funny.)

All three of their outfits were a combined effort, Pūkohoa and Rangia having designed the pieces, Wai Pakaru and Rangia having searched and slayed for the components, Pūkohoa having weaved and carved and strung everything together. Depictions of accessories vary wildly among the islands, but in general they appear to be associated with the other two, implied to be gifts.

Pūkohoa would be considered Neutral Good, Rangia Chaotic Neutral, and Wai Pakaru True Neutral.
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01-25-2017, 09:27 AM
Post: #24
RE: Hell or High Water: Adventure and Death on the Waves
RACE NAME: Detenerin, Commonly called catfolk by other races. The Detenerin are not exactly pleased with this and hate the comparison.
APPEARANCE: Humanoid bipeds, sharing a great deal of qualities other bipeds have, humans, elves, orcs or what have you. However they are entirely covered in a thin fur pelt and have pronounced feline features, most noticeably their ears. Their coat colours can vary wildly in colour, hue and detail from Catfolk to Catfolk, but they are most strikingly noted for their coloured scelera of their eyes and their slit pupils. Rare ethnicities of Detenerin are capable of growing hair, both on their scalp and facial hair different from their fur colours, but these are a minority.
ABILITIES: Can withdraw or extend short, sharp claws from their fingertips. Unusually dextrous and agile and have a keen sense of smell. They are also slightly shorter lived than other races.
HISTORY: Detenerin are traditionally a mountainous race, prefering to build their settlements on mountains and volcanoes high up from the sea level and prefer colder climates despite their thin furs. Like other races, culture differs wildly from island to island but they are usually looked down upon by dwarves and dragonborn. They also have a distaste for mothmen.

RACE NAME: 'The Folk', or mothmen as they are known to most other races.
APPEARANCE: Humanoid bipeds with pale coloured skin ranging from sickly greens to frigid blues to deathly greys. Their eyes are slightly larger than most races and multifaceted like insects, though they are still capable of closing over them with eyelids, they are capable of keeping their eyes open for hours at a time and have a much wider spectrum of sight than other races. They grow a natural 'mane' of fluff around their colar bones, surrounding their neck, up the back of their head and mixing with the 'hair'. They also have large wings that they can fold down their backs reminiscent of moth wings and just as varied in detail and designs.
ABILITIES: Mothmen are notoriously silent movers and can fly. It is very hard to tell a mothman is even in the same area unless he wants you to see him.
HISTORY: Mothmen are notoriously isolationist forest dwellers, rarely even speaking to other races if at all possible and usually never allowing outsiders to hear them speak to each other. Despite this antisocial bent to their culture, Mothmen are often very commonly found as bodyguards, couriers and mercenaries.

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01-25-2017, 12:56 PM
Post: #25
RE: Hell or High Water: Adventure and Death on the Waves
Name: Bellamin
He abandoned his last name

Race: Human

Place of Origin: A merchant island, home to a very rich and aristocratic family. On one side lies a huge mansion mainly used for social gatherings and for showing off their treasures. There are many servants (and a few slaves) who work there to maintain everything on their property where they grow and produce many valuables such as "exotic" food (some argue it's just normal food made to look pretty) and rare metals mainly used for weapon forging. On the other side is where all the trading and mercantilism happens. Through the trade the family helps keep its wealthy status. Outsiders are welcome all throughout this side of the island but special permission is required to visit the mansion.

Appearance: Dark tanned skin with brown eyes and medium length dark blond hair. He stands at 6'2", and comes off as being rather lanky as he looks as though he doesn't eat much at all. He has sideburns and a hint of scruff on his chin with a long nose. Overall he looks like someone who can still dress up nice but either often forgets to do so or does not have the luxury nor time.

Skills:

Runner - Some may wonder how running can be a skill? After all anyone can run right? Well for Bellamin he's particularily skilled for his speed and endurance when it comes to running for long lengthes of time. This also helps a lot with his fighting style where he mainly tries to create a distraction and run away.

Quick Learner - Bellamin loves to read and has shown to be able to put new skills to practice rather quickly. It doesn't always work the first few times but he's always determined to improve and become better as a person overall.

Focused - One thing that Bellamin was always good at was being able to put all of his time and energy into completing work to the best of his abilities without ever getting distracted. This shows him as being the ideal empolyee, never asking why and never making a fuss. Unfortunately this also means that when he gets into this state that it's nearly impossible to get his attention until he's finished.

Poor socializer - Bellamin tends to be very bad when it comes to talking at times. He either says the wrong things, rambles or comes off as being cold and unfriendly. He's not the easiest to make friends with as he often speaks with a very monotonous voice, rarely expressing much emotion in normal conversations.

Neglectful - Growing up as a slave, Bellamin developed some unhealthy habits to make sure his work was done above all else. He often forgets to eat or will purposely skip meals if he feels like it either takes up too much time or if he can make rations last longer. He also often puts himself below others in terms of importance. Even though he's no longer a slave, he hasn't really bothered to unlearn these habits as he believes they can be very helpful when needed (when really he's only lying to himself).

Perfectionist - He hates it when things aren't perfect and will more often than not, go to fix something if he sees a mistake. While this means his work can be high quality, it also means he can spend far too much time on a single task or goal if he's not careful. This also tends to make him come off as much more grumpy than happy as he tends to focus too hard on imperfections rather than what is actually working.

Background: Bellamin comes from a family of aristocrats, one who prides money and status over all else and are not afraid to cut their ties with those whom they deam unworthy of their time. At first it may sound like a rather luxurious life style with not much need to worry other than trying to look one's best at all the social gatherings. However, for Bellamin, he was not as fortunate. Being born as a bastard child due to his mother running off for some fun, Bellamin didn't get to live like the rest of his family and was forced in the servants quarters instead of the big mansion. He grew up learning to serve others while being forced to live in the same small house with the other servants.

As the years passed, his mother would come to visit him from time to time and try to help him learn basic skills in hopes that he would be able to make it on his own, away from his family. She taught him how to read, basic math skills, and even self-defense. He wouldn't be able to take a group of bandits down or anything of the sort, but he could at least defend himself enough to run away and survive. Lastly, she taught Bellamin how to access the library that hid itself within the giant mansion. With any luck, he would continue to learn more and find a way out of this mess.

And sure enough, he managed to learn quite a number of various survival and sailing skills thanks to these books. Of course it was completely different to actually execute everything but that didn't stop him. When he got to the age of 20, he took a small boat from the servant house and made his way out as far as he could from the island under the cover of night. Whether he was actually skillfull enough to pull it off without being caught or his family simply did not care was unknown. All that Bellamin knew was that he was free now. He didn't need to serve anyone anymore... right?

Goal: I want to be my own person. I don't mind working for others but I don't want to spend my whole life as a slave.

Important Relations:

The Swordhand Family - The family that only took Bellamin in on the condition that he was to work as a slave. He has many siblings and cousins who live here but he has no close personal relationship to any of them as he only views the family as a whole. He would like to avoid them as much as possible both out of hatred but also out of fear of being kidnapped and being taken in as a slave again.

Nital Swordhand // Mother - The only one of his family that Bellamin cares for. She did her best to educate him as she had no power to free him of his current status. She didn't want him to live on the streets as a child and thought that at least this way he would be under a roof and be given food when needed.

Crew: Probably starts off solo but he can also go with most people. He's not the most friendly or talkative guy around but he'll do his best.
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01-25-2017, 04:43 PM
Post: #26
RE: Hell or High Water: Adventure and Death on the Waves
Character App (sorry for last minute-ness, thought I had a few more days):
Name: Ahab Morse

Race: Half elf, half orc, half beast

Place of Origin: Kaper's Cove, a reasonably town on one of the larger islands. A land of simple folk with simple needs, and subservient to one of the larger, more prosperous states. Many hardy sailors come from their farmers and woodsmen looking for a better life.

Appearance: Ahab is every inch the dashing pirate rogue many young men and woman dream of becoming when they take to the seas themselves. He seemed to be blessed with all the best features of his two racial heritages, tall and handsome and just generally dashing. He looks like he's dressed with the most popular items in a pirate clothing catalog.

Skills: He's a talented swordsman and gunslinger, and knows much of sailing. He also has the powers of the beast, though he has no control over it. A master angster.

Background: Ahab had a pretty typical childhood, including the typical self-promise that he wasn't going to rot in his backwater home. The unusual thing, is that him and his brother Tyr both actually made it, signing on with a small smuggler crew. The two of them proved to be excellent seamen and fighters with time, and when their smuggling ship eventually met its end to an infamous pirate they made the natural career switch (it was that or death after all).

The brothers were inseparable and near unstoppable warriors, keeping each other defended from other pirates, particularly brave merchants, and various royal navies. Their bond however would be tested by that one weakness almost all mortals share - love. Irene LaCoste was first mate of the Dread Pirate Gray, and the one who had brought on the Morse brothers in the first place. As dangerous a fighter as any, both of the brothers had become fast friends and looked to be something more. In the end, it turned out that she felt stronger about Ahab, an Tyr bowed out. The three remained close, until... the incident.

Ahab and Irene eventually decided to leave their lives behind and start a family, and though they couldn't convince Tyr to remain behind he agreed to stay close and visit them. They just had to pull off one last heist for Gray - robbing an Imperial treasure convoy - and they could take their shares and be free to pursue a simple, happy life.

The plan was simple, for Gray's ship to attack the convoy along with seven other pirates at the dead of night. The guard ships would be destroyed entirely, and the convoy either boarded or forced to scuttle themselves on a nearby island. The full moon provided just enough light for the mission, and in quick succession the warships guarding the convoy had more or less been taken out. However, one of the central treasure ships turned out to be guarded by something far more dangerous - an Imperial war mage.

As the mage tore into the pirate fleet, there was a sudden shadow in the water. He saw a massive ocean beast rise of of the water, a tail swing around, and wood splintering. Screams and crashes were the last thing Ahab heard.

He awoke the next morning to find himself injured on the coast of the island, with the corpses of soldiers and pirates alike surrounding him in the land and water. The remnants of the two fleets still burned in the water, but he didn't care about that. He didn't care about any of them except for the shattered body he saw after half an hour of desperately searching. The fact that he never found Tyr's body was no consolation as he held Irene's dead body until a passing merchantman investigated the scene and took him to the nearest port.

Even then, it turned out that Ahab's troubles weren't over. You see, while he was (as far as he knew) the sole survivor of the disaster, he had been bitten by the whale.

The retched beast was not all it had appeared to be. It was an evil creature. A cursed creature. He had a strange desire to stay close to the ocean despite the fact that he had sworn to never go near it again. He felt an absurd urge to sing mysteriously at the various songs of the sea. He had a dark hunger for krill. The next full moon Ahab would discover the extent of its curse.

He lost control of his body, and was hurled into the waters by whatever force had taken control. He grew a hump, his arms turned to fins, and he felt a hole opening up in his back. Within minutes, he had become the monster that had almost killed him. He had become the were-whale.

It has been years since then, and he still retains no control over the curse. Ahab has become a drifter, working for as long as he can in an area and disappearing mysteriously for days on end - if he ever returned at all. Everywhere he travels and stays for any reasonable length of time rumours of a terrible whale attacking lone shipping, and of the rare survivors being hunted down by some mysterious killer (in reality Ahab trying to prevent the spread of the curse). He's just about given up on finding the whale in the islands near where it attacked him, so now he looks to search further afield.

Goal: He had goals once, for family and happiness and comfort. Now he only seeks to learn how to control his powers and kill the beast, and having failed for so long often falls to simply settling for vice.

Important Relations: He did once have what he could call family, but no longer. Ignore the fact that his parents (Oreg and Marisa) are still alive, as well as his other four siblings (Ora, Sarah, Glen, and Rachel), I mean he does. Tyr having survived as well is something else he might not have taken into account. He has no idea if they stayed in Kaper's Cove and they could be anywhere and doing anything. He can't ever be with them because of the curse He has worked with or for one or two dread pirates and been hunted after by a few governors before the curse as well, but now mostly works with notable scoundrels and bandits in major ports. Known to a handful of occultists due to the curse.

Crew: Ahab only cares for pleasure (including that of killing the whale), and lacks any ambition or interest in captaining lest it draw more attention to his curse. There is also the problem that many people find his angsting insufferable for long periods of time, so command is basically out of the question.
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01-25-2017, 04:44 PM (This post was last modified: 04-02-2017 09:23 PM by MQuinny1234.)
Post: #27
RE: Hell or High Water: Adventure and Death on the Waves
Name: Charley Carlson

Race: Plain old human

Place of Origin: Lothran

An eastern land ruled by an ancient royal monarchy, claimed to be descended from the god Roraan and ruling with his divine blessing. The single island is known for sending out groups of knights and heroes to help and support other surrounding islands, killing monsters and giving support. In recent years this has decreased however, and it seems a slight lessening has come over the land. People feel their new king doesn't have the spirit and panache as in the olden times, their god doesn't seem to be so strongly with them and the spirit of heroism and glory isn't as large in their hearts. It is a fairly large island with large forested hills around the edges of it's land, with the centre of Lothran having the large capital city atop a tall hill itself. Each of it's people has a hard proud streak and it's culture encourages it's citizens to strive for MAXIMUM EFFORT.

Appearance: A slightly large man, but holds himself in good stature and bearing and appears taller than he is, and years of work at a lumberjack and carpenter have kept him in fine health and build. Has short hair of blond pale enough to be near white and is turning to silver-white in age. Possesses a slight limp in his left leg. Caucasian and tanned complexion, bereft of any major scarring thankfully and lacks any notable facial hair. Always has a bright and cheerful smile and a look of cheer and welcomeness in his blue eyes.

Wears light fabric clothing typically, plain shirts and vests, nothing beyond functionality is considered, most of the time. Possesses a signet ring with the symbol nearly scraped off and a golden locket tucked into beside his chest. Currently wears a set of plain hide armour for protection and has a light metal shield. Of notably different make and superior quality to the rest of his gear is his large longsword, whilst lacking in anything like precious stones, it does possess some silver around the hilt and excellent ornamentation and make. Has the name "Joy" inscribed upon it's lower blade.

Skills:
-Natural Charisma: Dude is a real solid guy.
He was raised as a noble and is well-versed in diplomacy and social maneuvers. Originally it was more amongst those of higher bearing, but he's associated himself better with less snobbish situations and personalities by now.
-Monster hunting: Knights kill things man.
He got a professional training in battle, horse-riding and warfare, and then spent quite a few years actually killing monsters and things, riding out to nearby islands even to deal with things to help improve the reputation of his land. It's been 30 years since then though, and beyond teaching his own kids how to hold and use a weapon in the last 10 years or so, and cutting down trees, he hasn't been in a proper life-or-death fight since then.
-Carpentry: I can fix that.
He's spent about 20 years cutting down trees and making stuff with them, so he's fairly decent with anything involving constructing and repairing woodwork. He's also trained enough to be able to keep up with minor repairs and care for weapons and armour but is unable to actually repair or make any of them.
-Education: Went to school.
Has an actual education. A good amount of it is based around his own countries history and stuff of nobility, such as art and languages, history and geography and the like, a smidgen of mathematics and the sciences, but he specialised in literature, philosophy/religion and politics. Little of magic was taught beyond the basic nature and rules of common types.
-Paladinhood: I know my god is real.
Can be imbued with power and blessings of his diety if he acts in a manner that is pleasing to it or requests it. Areas include healing abilities, auras of protection and personal buffs to his weapons, armour or mounts. Also knowledge of the functionality of prayers and interacting with divine matters, such as holy or unholy beings or items and senses involving them.

Background: In his past, Charley was a knight of Lothran whom travelled around, killing monsters, righting wrongs, fighting for the people in Lothram and the islands around, for the goal of doing good and continuing to show that Lothram is great and fantastic to them all. Of course, it's a pretty dangerous life style, and after a while, he decided he'd rather settle down and have a family and stuff.

Really far away.

Like, as far awar from Lothran as he could get. Coincidentally, right before some new guy took the throne and things went a bit downhill back at home. Anyway, so, he moved to a little island called Woldree, and settled down, finding a more chill job and things, eventually becoming a carpenter, doing some work for ships and things too, getting married, having kids, pretty swell.

Cut to about 30 years later, kids have moved out, his wife has passed away, and Charley is just, like, sitting in his little cottage. After a few weeks of shuffling about, and well, moping a bit outta boredom, he started reminising about the old days. He doesn't feel like going back to Lothran or anything, but being a hero again, fighting monsters, saving people, doing good, even seeking out the favour of Grywn again...Seems appealing.

So, he left a note, packed up his shit, got some of his old gear again, and just, caught a ship outta there.

Goal: To once again go out and commit heroic deeds, to fight for innocence and beat back the forces of evil, to see the world become a better place.

Important Relations
:
Family
-Bouda. His ex-wife, a red-haired inn-keeper whom they kicked off with when he arrived in Woldree. Her, willing to help out a guy looking for work and him, happy to do any job. Over time, they got very close and ended up together.
-Morga. Oldest child, daughter. Currently in charge of the inn. 24 years old.
-Arty. Youngest child, son. Became a sailor. 23 years old.
-Perry. Charley's dad, worked in the political spheres back home.

-Roraan. His god. Good buddies. Grew apart in time but hopefully they can reforge old bonds.

Crew: I dunno. He's happy to work with anyone.

Theme song: https://www.youtube.com/watch?v=ewZFxFdVJZQ

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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01-25-2017, 07:20 PM
Post: #28
RE: Hell or High Water: Adventure and Death on the Waves
Signups are closed! Still accepting apps from Anomaly and Whimbrel because they had real life shit go down, but aside from that, shit's DONE.

Should have the results of signups tomorrow!
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01-26-2017, 08:15 PM
Post: #29
RE: Hell or High Water: Adventure and Death on the Waves
Name: Samira Chauli

Race: Mermaid

Place of Origin: The Défi Trench, an especially big and deep trench in the floor of the Undersea, home to a large number of merfolk and a larger number of dangerous and terrifying monsters. Specifically, Samira comes from the small border town of Pélagi, built into the carcass of a great sea-beast, now wedged into the wall of the trench. Pélagi is known to a few as a minor trade hub, and known to most as a scummy hive of villainous wretches. A haven for mer-pirates, basically.

Appearance: About what you would get if you crossed a mermaid with some kind of deep-sea fish, as is standard for merfolk of the Undersea. Sam is about seven feet long, with translucent skin which is a vaguely brown color. She also has unsettlingly large eyes and a much-too-wide mouth full of all kinds of teeth, long and pointy enough that she almost can’t close her mouth. Human-like enough in body shape, with the standard two arms and humanoid torso, along with (obviously) a big fishy tail instead of legs. Her body is also lined with photophores, which she can turn on and off at will.

Sam mainly wears a protective leather apron and a mish-mash of protective clothing acquired in her travels. Absolutely none of it matches. She wears sunglasses pretty much all the time, to protect her sensitive eyes from the harsh sunlight of the surface world.

Skills:

Unstable Alchemy - Sam is a skilled alchemist, but with a penchant for making things that explode. Whether it’s smoke bombs, ice bombs, or more classic fiery explosives, Sam can probably make it, and then make it more spectacular. She’s never made a healing potion in her life.

Mechanics and MacGyvering - Sam is rather proficient at building shit, even out of random scrap. …Especially out of random scrap, actually. Harpoon gun? Sure. Alchemical bomb launcher? Why not. Robotic mermaid legs? ...Well, no, she hasn’t figured that out. Yet. Most of the things she builds are, naturally, rather unsafe.

Throwing, etc. - Obviously, bombs are no good if you just hit people with them. Thus, Sam is rather decent at tossing things at people. Or shooting things at people, given the right weaponry. Really, fighting at a range is kind of her thing.

Illegal Activities - Breaking and entering, faking papers, loitering… Sam is alright at most of those things! Not, like, a master criminal, but enough to get by.

Breathing Air - Why a sea creature would need this ability is beyond most biologists, but mermaids can totally survive indefinitely on land.

Not Having Legs - Wait, that’s not a skill.

Background:

Sam doesn’t really remember her early life much, or for that matter, care to talk about it. Some murders, some prison sentences, blah blah blah. Basically, by the time she was ten years old, Sam was out on the streets of Pélagi. Or, more accurately, the lack of streets - it’s not like mermaids really need those. Point is, Sam was homeless.

Fast forward a few years. Sam had taken something of an interest in studying alchemy, but the local alchemist wouldn’t take her as an apprentice. Yes, even after the tenth time she asked. What a jerk. She did the next logical thing, and started breaking into the place at night to study and mess with alchemical equipment anyway. That was all well and good for about two or three months - she even managed to cover her tracks (figuratively, of course) well enough to not be found out.

She was found out when the alchemy shop exploded. Yeah, that was totally on her. She decided she’d get creative with a healing potion recipe, and, well. She really fucked it up. By the time anyone could investigate, Sam had already fled town.

Fast forward ANOTHER few years. Sam had wandered the undersea for a good long while, trying to teach herself more alchemy and trying not to cause any more disasters. She mostly succeeded, save a mostly-insignificant accident with a freight ship, a dire shark, several barrels of gunpowder, and a certain governor’s favorite pair of pants.

Moving on!

Sam decided it was high time to try something else, and that something else just happened to be the surface! Or rather, the ocean again, but not the under one. She stowed away on a ship bound for the surface, blinded herself the moment she was first in direct sunlight, and then got horribly lost in an unfamiliar and much-too-bright ocean. Eventually, she managed to weasel her way onto a gnomish steamship, by painstakingly faking her credentials as a totally qualified engineer.

She had no idea how engines actually worked, but it involved burning things! Her specialty. It actually worked out, kind of, as she learned to really quickly improvise every time she had no idea what she was doing. This was all well and good until one day she decided the engines could use “MORE POWER”.

The engines exploded.

Needless to say, Sam was not welcome back onboard, even though she TOTALLY helped the crew drift to relative safety afterward. Ungrateful bastards. Over the course of her continuing misadventures, she came to realize just how annoying it was to be the only person around with no legs. Being pushed around in a wheelbarrow was degrading at best. She could do better! She could make things better for mermaids everywhere, if those mermaids wanted to walk around on land for some reason! And then she’d strap a grenade launcher to it or something.

Goal: To invent some robot legs, or maybe an entire cool exoskeleton or something. This is totally feasible.

Important Relations: Daniel - 2nd cousin twice removed. A real asshole.

Martine - A (regular) mermaid friend, and an alchemist whose shit Sam didn’t blow up. This is probably why they’re still friends.

Gun - A shady goblin acquaintance. Really shady. Maybe the shadiest goblin of all. Sells Sam illegal things at surprisingly reasonable prices. Has probably murdered several people.

Crew: Uhh, whoever needs a dangerously unqualified alchemist mermaid? Preferably teamed up with someone though.
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01-27-2017, 04:22 AM
Post: #30
RE: Hell or High Water: Adventure and Death on the Waves
And with that, all apps are in! The groups will be as follows!

TEAM ONE
Mean n' Green! Kragborne the Sea Scourge, Fluxlyx Skumclatch, and The Undertow himself, Kull'Rahk Alathar!

TEAM TWO
The march of science (and horrible magical alteration) lives on with Valerie Wolfheart, Brythos kai Malassa, and Samira Chauli!

TEAM THREE
What a terrible knight to have a curse! Charlie Carlson and Ahab Morse!

TEAM FOUR
Demon possession made fun and easy! Niabi and Aligha Ordus-Dyntam!

INDIVIDUALS GOIN' ON THEIR OWN JOURNEYS
A Mama Bear, emphasis on bear: Hinewai!

A woman uprooted and thrust into adventure - Elodie!

A charmer whose luck's gotta run out someday - Ranald Regius!

A Cinderella story without its happily ever after - Bellamin!

And finally, the cutthroat-turned-military-woman-turned-avenger-of-enslaved-brothers, Isolde Ceryar!

Here's hopin' I can manage this many people! The fact that most of you are in groups should help. First PMs should be goin' out soon!
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01-27-2017, 07:34 AM (This post was last modified: 01-27-2017 07:36 AM by Demonsul.)
Post: #31
RE: Hell or High Water: Adventure and Death on the Waves
Huzzah! Onwards to great adventure!


Meanwhile, have a god suggestion

GOD: Maskil

RELIGION TYPE: Observation within a wide variety of other pantheons. Dedicated worship is very rare.

DOMAIN: The boundary of death.

APPEARANCE: Depiction of Maskil varies among the myriad belief systems of the ocean, but they are usually depicted as a towering obsidian skeleton draped in robes of smoke and armed with a perfectly black staff.

DESCRIPTION: Acknowledged in many pantheons, this genderless divine being is not truly a god, but the keeper of the barrier between life and death. They are responsible for ensuring that souls pass through the barrier one way - from life to afterlife. They are associated with a spiritual realm of black gates, through which all mortals must pass upon becoming deceased.

Those who pray to Maskil do so in hope that they will see the souls of the departed safely to their destinations. Though associated with death, Maskil is not an evil deity, and does not, for example, approve of murder - they take those who have died regardless of circumstance, and guide them on to their ultimate destination. In that sense, Maskil serves as a psychopomp, guiding the willing souls and dragging the unwilling through the gates of death.

Maskil is however opposed to those who seek eternal life. Though not opposed to the undead in general, intelligent undead who still harbor a soul are viewed as an attempt to escape the inevitability of passing on, and are viewed with great displeasure. Similarly, those who seek immortality by magical means go against Maskil, and resurrection is generally frowned upon as a way to cheat the consequences of your death.

Maskil is not known to intervene in mortal or divine affairs on a regular basis. The mysterious skeletal figure has no agenda other than their eternal mission, but when powerful figures have attempted to bring themselves back to life under their own (often malevolent) power, it is often so that Maskil is the primary being standing in their way, denying rogue souls routes back to the world. In that sense, Maskil is not only the guide but also in a sense the jailor of the deceased.

Of course, the world is full of ghosts, resurrections and other travesties against the certainty of death. It's enough to make you wonder if everything is well with this reclusive divine being...
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01-27-2017, 12:17 PM
Post: #32
RE: Hell or High Water: Adventure and Death on the Waves
More gods!

Gods of the Petsucho:
GOD: B'Keso
RELIGION TYPE: Polytheism
DOMAIN: Rivers, Life, Darkness
APPEARANCE: B'Keso appears as a massive Petsucho with dark grey scales and cloudy white eyes. His tail is about as long as the rest of his body, and a murky liquid leaks from in between his scales, said to be the very waters of the Ilteehn itself. He wears bladed gauntlets upon his arms for the purpose of doing battle with Nur'Maa and traditional Petsucho lower wear, but other than that is unclothed.
DESCRIPTION: Named the God of Rivers and 'The Blind Lifeblood', B'Keso is a calm and protective entity that enjoys consistency. He wants to keep things calm and doesn't like extreme deviations from what he considers acceptable schedules. He has an innate sense when it comes to living things and does his best to protect mortals from undue harm. He does battle with Nur'Maa on the regular, and does his best to hold her at bay. To remove an edge of her's from their constant battle, B'Keso is said to steal the sun from the sky, plunging the world into darkness and helping to warn of Nur'Maa's impending approach. It was her that blinded him, but he now no longer needs to be able to see, removing a slight edge she had in combat against him. His followers are sailors, clerics, dreamers, and those who have an acute appreciation for life.

GOD: Nur'Maa
RELIGION TYPE: Polytheism
DOMAIN: Sky, Death, Light
APPEARANCE: A winged creature of many forms, Nur'Maa tends to appear as the species of the mortal whom she is about to remove from the mortal realm. She dresses in the typical warrior garb of the mortal she imitates, and wields six curved blades of an unknown make. Any swords that cannot be held by available limbs instead float around Nur'Maa's body. Around Nur'Maa radiates an almost blinding light, and she is capable of focusing the light off of her swords to use in her assaults.
In actuality, Nur'Maa takes the form of a Petsucho sized beetle, a sword for each limb. Her carapace is a sky blue, interspersed by streaks of red and black. She has three yellow eyes and a large horn set upon her head, a large stinger on her thorax and two pairs of wings that she uses to zip around her domain.
DESCRIPTION: Named the Goddess of the Sky and 'Slayer of All Who Oppose Her', Nur'Maa is a fiery spirit that thrives on unrestrained freedom. She desires nothing more than to be free, and believes that it is she, not B'Keso, who holds domain over the souls of all who live, as it is by her will that they may be granted the 'freedom' of death. She does not, however, slay indiscriminately, for without mortals she would have no worshipers. Nur'Maa promises protection to her followers and is said to take back the sun from B'Keso to bring the day. She and B'Keso are locked in a constant struggle, and she was the one who had blinded him, though it seems to have given him a slight advantage in their feud. It is said that she was the one that created the Ilteehn Stalker after B'Keso almost successfully kept the sun, to show him that he could not hide from her forever. Her followers are desirers of freedom, warriors of all sorts, and (much rarer) those who desire the widespread death of their enemies.

GOD: Egbis'Osir
RELIGION TYPE: Polytheism
DOMAIN: Earth, Judgement, Transition
APPEARANCE: A faceless and featureless clay statue interspersed with stones and streaks of sand, Egbis'Osir is the largest out of the Petsucho Pantheon. Egbis'Osir is a humanoid being with few definite features besides their size, and the rift on its chest running from the base of their neck to their pelvis. They carry a single dagger, though it is as large as a great axe to accomidate their massive fist.
DESCRIPTION: Named the God of Earth and 'The Final Gateway', Egbis'Osir is a completely expressionless entity. They do not speak, and it is unknown whether they are even capable of talking. What Egbis'Osir does, however, is act as the final step between mortals and the afterlife. It is a neutral party in the feud between B'Keso and Nur'Maa, but it is said that both of the other gods fear them. It does intervene occasionally, such as in the story where B'Keso hid the sun where Nur'Maa could not tread, and Egbis'Osir retrieved it and returned the sun to the sky, bringing about the day once again. Egbis'Osir is said to appear to every mortal upon their death, to 'stare' at them for a few moments before slicing open the rift on its abdomen and letting them proceed through, though nobody but the individual the rift is for knows what's on the other side. It is said that one who desires change with their entire soul can prey to Egbis'Osir, and they will appear if one's conviction is strong enough. Their followers are farmers, judges, and those who desire change above all else.

Twin Gods of Fear:
GOD: Gaiapheda
RELIGION TYPE: Dualism
DOMAIN: Indulgence, Obsession, Fear
APPEARANCE: Gaiapheda appears as a bloated bird, with black feathers and overlarge talons. It is around an average dragon in size and has a surprisingly small wingspan for a creature of its size. Every movement it makes causes it skin to ripple like an overfilled balloon. Gaiapheda also has eyes everywhere on its body except for its head, hidden beneath its feathers. On its head, Gaiapheda instead has four large beaks that it uses to pick at and eat anything around it.
DESCRIPTION: Gaiapheda is the twin of Molis, and the two make up the Twin Gods of Fear. Gaiapheda embodies overindulgence first of all, and eats anything that it can see. It uses its beaks to pluck up anything around it and eats without stop. Gaiapheda is always at the point of bursting, though it has never been said to reach that point. Like Molis, it has a very limited personality, which consists mainly of hunger and a desire to eat. It is said to inspire a desire to overindulge and a sense of obsession in any mortals in comes across. It is capable of speaking, but again, its words are limited to threats and declarations of hunger. Those that worship Gaiapheda tend to do so for one of three reasons. The first is beings racked with obsession, those who have a single-minded thought process and are focused on a singular goal. The second is those who love excess, everybody who loves to give themselves everything that they want. The final is, shared with Molis, that they are afraid of Gaiapheda's power. It is said that worship to Gaiapheda prevents one from being seen by it, thus saving them from the Bloated Bird's snapping beaks.

GOD: Molis
RELIGION TYPE: Dualism
DOMAIN: Famine, Apathy, Fear
APPEARANCE: Molis takes the appearance of a skeletal fish, about as long as a typical dragon. Its size can be attributed to the extended length of its torso. Molis has an excessive amount of ribs, and its skull is full of teeth. Molis' eye sockets and mouth are seemingly empty, but it impossible to see the inside of its skull due to the fact that there appears to be a void inside that manifests as an impenetrable darkness. Occasionally, a black sludge will drip from Molis' mouth, but it produces nothing other than that.
DESCRIPTION: Molis is the twin of Gaiapheda, and the two make up the Twin Gods of Fear. Molis embodies hunger, and it is said that its mere presence is enough to make an entire village hungry. It swims through the air and water aimlessly, moving with no goal in mind. It is said to arrive in any place after its twin, and is said to be the cause of the aftereffects of Gaiapheda's presence. Like, Gaiapheda, its personality is very limited, and consists mainly of a lack of care for anything. It is capable of speech, but it only groans and dismisses the world around it in a gurgling baritone. Unlike its twin, worshipers of Molis tend to do so for only one reason. That reason is that they fear the Hungering Fish and the famine and uncaringness that it brings.
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02-11-2017, 09:52 AM (This post was last modified: 02-11-2017 09:55 AM by Protoman.)
Post: #33
RE: Hell or High Water: Adventure and Death on the Waves
ACCEPTED GODS:
B'Keso
Nur'Maa
Egbis'Osir
Gaiapheda
Molis
Maskil (Name changed: The Collector)
The Four Armed God
Elusis
Wai Pakaru
Rangia
Pukohoa

ACCEPTED RACES:
Larithae
Deneterin
The Folk
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02-11-2017, 10:51 AM
Post: #34
RE: Hell or High Water: Adventure and Death on the Waves
GOD: Roraan
RELIGION TYPE: Monotheist
DOMAIN: HEROISM, NOBILITY AND THE SUN
APPEARANCE: A armoured being in perfectly buffed and shining steel armour, a being of pure light. A humanoid figure is visible but is completely luminescent, depictions show his tone and brightness of light depends on his mood. Wields a shield of burning fire and a sword of lightning. Rides an ethereal cloud-like horse into battle named Hrid. This sword and horse are known to be gifts and heirlooms of his past pantheon.
DESCRIPTION: Roraan rarely speaks directly to his followers, and does not expect them to quote him if he does. A quiet being that believes actions speak louder than words, and expects those who follow him to spend time out leading by example. Those in power should use their power to help those without at most, and keep it to themselves if nothing else. People should be outside on sunny days also, enjoying the world or getting work done, rainy days are for rest and business.
Is aware of other gods, was part of another pantheon but during an apocalyptic event, a clash of the gods of that pantheon resulted in many of their deaths and followers deaths also. Roraan, as one of the few surviving deities towards the end of the war, managed to pull a group of his surviving followers together and moved to a new land by himself, names and history of the land and old gods connected to him faded in time to some obscure figures only known of by those versed in the history of Roraan.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
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