Signups Wind and Water
|
11-19-2017, 11:20 AM
Post: #1
|
|||
|
|||
Wind and Water
![]() A lone steamship sails across vast, dark waters, a storm brewing on the horizon. A reptilian captain stands on deck, watching the choppy waters ahead with grim determination. Her crew works in silence, trying to draw no attention to the vessel as rain begins to pour. The more superstitious among them scan the skies, searching for a sign. Soon, a cry goes up, as a deckhand points toward some nearby rocks. There stand three penguins, prompting a cheer from those very same superstitious crewmen. Though the captain silences them with a glare, they can spy the faintest of smiles on her face. A good omen. Maybe they’ll live through this day. This world was different once, before the flood. They say that in those days, the oceans weren’t so dangerous. That the gods were always there for the faithful, and that attacks by terrifying monsters weren’t so frequent. They say a lot of things about those days, a thousand years ago. Doesn’t much matter to anyone but archaeologists and historians now. Fact is, the world is a dangerous place - but it’s where you live, so you’ve got to deal with it one way or another. Maybe you’re an adventurer, setting out to explore the vast, uncharted oceans. Maybe you’re a cleric, devoting yourself to one of the mysterious goddesses of the seas. Maybe you’re an industrialist, looking to exploit the resources of the depths. Whoever you are, whatever you do, may the waters be calm and the winds gentle. --- Welcome to Wind and Water, a PM-based fantasy RP about adventures in a world long since flooded. This game shares a setting with a D&D 5e campaign of mine, a totally original concept that hasn’t been done before, especially not with a somewhat similar setting, no way. I’m pretty open to most character concepts, but you should be at least somewhat near the beginning of your journeys, rather than being legendary or famous or what have you. To continue on the D&D analogies, think “low-level character”. No, we won’t be using actual D&D mechanics here. Various lore on the setting is in the post below this one, so feel free to use that as a baseline - or just make shit up. I’m okay with that too. And now, the application! Name: Include aliases as well, if any. Race: Common ones are listed in the codex. Feel free to go with uncommon ones instead. Description: Appearance, personality, and what have you. Skills: Things you’re good at. Be as specific or general as you want. Magic is fine, whether standard D&D fare (clerics and wizards and whatnot) or something a little more unconventional. Background: How’d you get where you are now? Ambition: What do you want out of life? Naturally, this might change as the game goes on, but it gives you a sort of rough “end goal”. Connections: List some important people in your life, whether friends, family, members of your crew, or whatever else. |
|||
11-19-2017, 11:20 AM
(This post was last modified: 12-09-2017 11:41 AM by Anomaly.)
Post: #2
|
|||
|
|||
RE: Wind and Water
MAP:
LORE COMPENDIUM: |
|||
11-19-2017, 07:21 PM
(This post was last modified: 11-19-2017 08:32 PM by Acolyte Doctor.)
Post: #3
|
|||
|
|||
RE: Wind and Water
Name: Delta Fury Sharkpuncher
Race: Dwarf Tiefling Description: Looks like a dwarf in awful sea-dragon cosplay – horns, fins, tails, the works. Has a fondness for bolo-ties and ten-gallon hats. Charming and handsome, he has an inherently weird charisma that makes it difficult to decide whether you should like him or punch him. Delta’s mostly out for himself and expect others to do the same, but there is a righteous streak of justice in his heart somewhere. He comes from El Plateau. He likes good cigarettes. He dislikes racism, exploitation of poor, and when people mock his maiden name. Skills: Delta is a pretty good gunslinger. He’s accustomed to the rough-and-tumble life and can do anything a lonesome cowboy on the do in a mostly aquatic setting, like rope-swinging, poker-cheating, et cetera. He also is surprisingly good at cleaning. Delta also has a Warlock Pact with Henet. Said pact tend to manifest in indirect, insidious ways against foes. Sapping vitality, choking riptides, and other aquatic, slow-death themed maledictions. Background: Delta was conceived in a liaison between a rich, married merchant and a poor cleaning maid. The maid was already of poor physical and mental health, her subsequent pregnancy took an even greater toil on her. She died at childbirth. Minutes before bleeding out, she desperately offered her newborn to Henet. Hoping Henet would care for her child when she could not. Delta was cared by his mother’s immediate relations. They cared him well. Delta came of age and became a janitor. Cleaning sustained him well enough but it was hard work with little to no respect. It became even harder when he saw pelicans roosting near his workplace, heard the sound of crashing tides, and saw the visions of shifting faces in the spills he cleaned… It became easier when he realized it was all an omen. Turned out Henet came to collect. He was now her bitch. In other words, a warlock. It has been a good couple year since then. He got too easily into the seafaring lifestyle for his own tastes, but what can you do. Sometimes you come to the sea. Sometimes the sea calls for you. Ambition: Delta does Delta wants. Sometimes Delta does what Henet wants. Connections: Mr. and Mrs. Sharkpuncher – Dwarven janitors. Technically his grandparents but they love Delta as a son nevertheless. Retired from the Henet cult lifestyle but still put up an occasional prayer or ritual for the Echo Queen. While generally pleasant people, they still hold a boiling resentment for the merchant who left their daughter for dead. Mom – Tiefling janitor. Delta knows very little of her. Deadbeat Dad – Dwarf. Rich and from an even richer clan. He’s an asshole who thinks he could get away with everything and usually gets aways with everything. Frankly, he deserves to die. WINK. WONK. |
|||
11-19-2017, 09:22 PM
(This post was last modified: 12-01-2017 07:23 PM by Protoman.)
Post: #4
|
|||
|
|||
RE: Wind and Water
WIP!
Name: Zorion Aritza and Cariad! Race: Halfling! And an ancient sword. Description: Zorion androgynous looking halfling with short blonde hair, brown skin, and golden-brown eyes. They have gentle features, but a rather annoyed look in their eye most of the time. Cariad is a black-iron greatsword with its name etched across its hilt in ancient lettering. Zorion is fairly serious and straight-forward, approaching problems from a diplomatic point of view. However, in spite of her cool-headedness, she gets annoyed rather easily. This has gotten worse since she's obtained Cariad, as the blade has a hair-trigger temper, and will take advantage of slight peeves to seize control of his user. Cariad is proud, haughty, and violent. He believes the best solution to be the most direct, and believes any challenge to his nobility ought to be met with violence, and potentially death. Skills: Zorion is a fairly well-rounded individual - smart, but not well-educated, charming, but not a superstar. They're particularly well-versed in trade, sailing, and navigation. They are fairly strong, but it is not strength tempered by battle - it is not a warrior's strength, but that of a farmer. In another world, with different luck, they may have been something of a bard. Unfortunately for them, they've been eternally bound to Cariad, an ancient sword of uncertain origin. Cariad grants them access to magical abilities and is an exceptionally powerful blade in his own right, but also does his best to push Zorion into battle at every opportunity. When the two are one - that is to say, when Zorion is possessed by Cariad, by her own volition or no - Zorion moves with the coordination of an experienced warrior, though her body lacks the strength and dexterity of one. They become a demon of the battlefield, and Zorion can only manage to exert their control over their body once more when Cariad has either drawn blood, or decided he is ready to give it back. Background: Zorion was born on Halensisle to two loving sharecroper parents. A rough, rocky island inhabited solely by halflings, Halensisle is a farming community where survival is eternally in the balance. Forced by circumstance to help her parents with their work on the farm, Zorion began yearning for something greater from an early age. She left as soon as she could: Come the time she hit sixteen, she took her savings, bought a boat ticket, and ventured into the unknown. She made a modest living as a trader, and sent a chunk of it back home to help her folks. One day, she came across a rotting shipwreck on a stranded isle. She was COERCED into helping this DANG SWORD via some HAND-POSSESSED CONTRACT SIGNING and it SUCKS. Now she wants OUT. Proto wrote something better before but his browser crashed. he will write it something better again later. Ambition: Zorion would very much like to be released from their bond, while Cariad desires that the whole world know his splendor and power! Connections: Glombox Typsrat: Goblin gunrunner. Very rich and successful, and rubs it in Zorion's face like a foppish douche. Specializes in self-propelled explosives. The Gnomish Mob: An organization Zorion did some transport for back when she was just a wide-eyed kid who had no idea what the fuck she was doing. She no longer associates with them, but if she ever runs into anyone from it who recognizes her, they'll DEFINITELY try to talk her into doing work for them. Bromblecromble: Bugbear magic-salesman. Sells staves, spellbooks, and artifacts of all sorts. A real softy. Gives good hugs, makes good cookies. Zorion has a soft spot for him but tries to act tough. Esti Iturburua: Ex-girlfriend. A tough adventurer, specifically a sorcerer of the storm bloodline. Confident, show-offish, and very very cute. Broke up on not-so-great terms (with Zorion arguing Esti was too reckless with her adventures and Esti arguing that Zorion was too stodgy and afraid of even minor risks) but Zorion still carries a serious torch for her. Berezi and Endika Aritza: Zorion's parents. Hardy, strong people who manage to find the energy to be loving parents between long shifts of hard work in the fields. Don't love each other, exactly (as theirs was a shotgun wedding) but are still good friends. Encouraged Zorion to go her own way and find a better life than they had. |
|||
11-20-2017, 09:32 AM
(This post was last modified: 11-20-2017 09:40 AM by Demonsul.)
Post: #5
|
|||
|
|||
RE: Wind and Water
Name: Yannath, Scourge of the Iron Rift, Wizard-King of the Seven Crags
Race: ???, formerly lizardfolk. Skills: Yannath used to know a lot of arcane secrets, but he lost his spellbook years ago and went mad in the meantime. Now he's sane again, but that knowledge is long since lost to him. However, his vague memories of the nature of necromancy will make it easy to learn new magic in that field. At the moment, all he can do is cast prestidigitation. He also vaguely remembers some swordplay, but it's been a long time and he will need a lot of practice to get good at it again. Background: Ambition: Firstly, to recover his lost power. Secondly, to get revenge on Suthis and those who betrayed him. Thirdly, to undo his curse. Finally, to take back his kingdom. Connections: |
|||
11-21-2017, 09:51 PM
(This post was last modified: 12-08-2017 10:24 PM by Corn.)
Post: #6
|
|||
|
|||
RE: Wind and Water
Name: Reverent-Of-The-Blessed-Currents, which she hates because it makes her sound like some kelp farming hick, so she goes by Rev.
Race: Selkie Description: In her below-sea form, Rev is beautiful. Her body takes the pattern of a Ross seal, varying shades of grey swirling like ribbons from her darker back to her lighter belly. She is strong, plump in a very shapely manner, has bright wide eyes, and she has a cute little mouth with a set of teeth she takes pride in. Sharp, strong, pearly. Without her precious pelt... she’s not quite so pretty, in her opinion. Her complexion is pale, and her hair is coarse and grey. She has a flat nose and thick lips and cheeks, and she is teased by her sisters for her ears, which stick out from her head in an admittedly comical fashion. She wears her hair down for this reason. Her family wears staunch garb when in their longer-limbed shapes, plain robes of sea-silk. No shoes, for what do they have that is harsh to walk on, no nothing. She may or may not do or have done some lifting of cooler clothes (and baubles, she LOVES baubles,) because that shit was breezy, cold, and unfit for life on land. (And Ugly.) Personality wise, Rev is... young. An adult as her kind consider it, but upsettingly sheltered and inexperienced. She’s always been the rebellious sort, but her moral character has yet to be tested. She likes to think she’s good in any case, she just needs the freedom to seek out the sort of person she is. From a Perfect Docile Daughter bubbling with rage, her stepmother’s work has helped her come to a spot she rather likes. Wild, reckless, confident. Of her father, she is terrified, but of many other frightening things she knows too little to be afraid. Skills: Deep sea Witchcraft! Mainly practiced by mermaids. The old gods may no longer tend her kind directly, but Rev’s stepmother taught her that the new sea goddesses sure do! Works like pathfinder witches for simplicity. She’s also a fairly seasoned kelp farmer, and does in fact know an awful lot about the currents. What they bring and where they flow. She knows as much about things under the sea as any Selkie, and is obviously a strong swimmer. Background: Rev was born in a small commune to the far west of Aslita. In it lived only one family, Father Schooler’s. He once had a wife, a brilliant weaver, and with her he had 7 daughters. Their home was secluded far from any prying eyes, but they were a friendly sort, and traveled when resources permitted. They made a happy home, nearly self sufficient (they never quite got medicine,) tending their needs and living in respect of an Old God, Lord of the Seas, Chettain. Life was good, Rev remembers, when she was small. The Lord always provided, after all. Rev was eight years old when her younger sisters were born, the day their mother died. Her sister Prudence helped her father deliver the children, and Constance tried her best to stop the bleeding, and Rev and Clem stood by helpless, holding onto two unnervingly calm newborns while Verity left to find someone who could help. In spite, Schooler named Fee and Grace, and when their mother passed, so did most of their lives not bolted down in the dogma Rev is no longer sure he didn’t make up. Since then, the daughters were raised in a stereotypical Puritan manner. Many parts of the old manor have fallen into disrepair, and have been flooded without use. They tend their roles, and keep up with their faith, and leave rarely. It’s a good life. Surely. Only it isn’t much of a life at all in Rev’s standard, and she and Verity aren’t convinced that Chattain is the greatest, or that Chattain even expects the things Father says he does. Rev can’t read, and while Verity is good with numbers and can read a little, Father doesn’t let her read from The Text. Only he and Prudence can read from The Text. In this way, she’s led an incredibly sheltered life, with a great desire for freedom only quelled by her father’s new and predictable temper. A year ago, her father remarried, and while her reception hasn’t been too warm, Rev has found kinship in her stepmother. They’re close now, so close in fact, that she revealed herself to Rev. Her stepmother is a witch, who praises these three fancy new goddesses, who she’s told Rev about in great detail. For the last several months, she has been teaching her about witchcraft and the goddesses of the sea, and... what a cool world there is outside their grotto. She and Rev both agree that Rockhopper holds a sway over her, and Rev made the decision to try and follow her pull. Stepmother tells her that she’s found her a friend (Noms: the snek) in the eastern trench, and that given such, a ceremony would begin soon. Before Verity’s next trip to the mainland. Rev’s plan now, is to dedicate herself to Rockhopper, and escape her father’s reach on Verity’s next trip. Ambition: Rev just wants out. Rev wants freedom, adventure, and... some forms of sin. Like excess in vanity, and relations, and eating something that isn’t fish and kelp, and... to know more about this magic thing. She fully intends on letting Rockhopper guide her to whatever is good, honing her skills, and becoming the sort of successful smiling sinner her father wouldn’t approve of. She knows Rockhopper isn’t kind to everyone, but even if Rockhopper brought her to her sister’s door, it would be far better than her life otherwise. Connections: -Шωlมaw “Shoal•maw” , her stepmother. A deep sea mermaid who resembles an oarfish. Wild, wild mane. She married Schooler a year ago, being a childless widow. How they met and why they married hasn’t been discussed with the kids. She looks scary, but she is polite to her stepchildren, who for the most part hate her. After all, she’s a mermaid, and we aren’t supposed to trust those, and she looks SCARY, which they shouldn’t trust, and they’re SURE she doesn’t magic, which Schooler has always said was only for Devil-type sinners who spit in the face of the Lord of Seas, Chettain. She doesn’t do her craft in front of them. She speaks like a chain smoker, and dresses in a youthful sea-witch manner. She has a ‘pet’ hagfish. -Father Schooler, her father, who leads them in faith. He is also a shepherd figure, schooling the fish they eat and live with. A strict man with a mean temper, and whose kindliness waned for the younger ones since the death of his wife. He’s been a little better since he remarried, but uhh. Still. He’s a crazy cult leader. Daughters are NOT allowed to leave, or have relations, or sin in any large manner of ways. -Prudence-in-Temptation, the eldest (25), keeper of faith and protection. Her human form is the spitting image of their mother, firey narrow features and thick dark hair. She accompanies Verity on ventures farther than the mainland, and protects their commune otherwise. Father’s favorite, and very much aligned with him. -Constance Resolute(24), Weaver. Was closest with their mother. Sad, meek, docile. She has an illness of the lungs, and stays in her human form, in the driest areas of the home because of it. -Sound Unending Verity(22), entrusted with trading with outsiders. Closest with Rev. She’s cunning, and can be sneaky. She is the only sister told that Rev plans on leaving, and supports her. She doesn’t like their stepmother as much as Rev, but doesn’t actively dislike her like everyone else. She refuses to leave the home for good, as she’s the one who brings medicine home for Constance, and is fearful her father wouldn’t if she left. -Clement Vigil(20), a schooler like her father. She’s hardworking and strong, and generally helps everyone out. Kind, but not trusting, except with Father. -God-Fearing and From-The-Ashes-Grace(10), the twins, and her only younger siblings, who killed their mother from the trauma of childbirth. Schooler does not favor them. Rev worries. They have their mother’s speckles in seal form, the only ones who take after her in such a way. -Wanderscale Gord, her Lizardfolk friend from Aslita who she may have kissed on a couple of occasions but is not in any committed sort of deal with. They’re not like, together, or anything. He journeys to trade with other parts of the world. He really liked Dwarves and their culture after a trade journey took him to Fort Wehrth. He wears a kilt and cowboy hat. He was trained in use of slings as a youngling, but has since picked up a revolver, which he loves. They met when Verity had Rev accompany her on a trip to the mainland, where he was also trading. They’ve since hung out whenever Rev could steal away with Verity for Aslita trips. He’s kind of a dork, with a heart full of adventure. |
|||
11-24-2017, 07:58 PM
(This post was last modified: 11-27-2017 10:10 AM by MQuinny1234.)
Post: #7
|
|||
|
|||
RE: Wind and Water
Name: Bracknareánkenísedanádúr T. Wólfeschlegelstonejóyeunbórgamtó, or Barry.
Race: Elfy mcelfington the elfecond, or in the general common tongue, a dark elf Description: Oak coloured skin, that's beginning to darken as he matures. Vert short dark green hair and light brown eyes. 5 foot 9 and looks like he's scrawny under his woolen robes, but definitely isn't. Wears tattered layers of brown and green robes, and thick grey trousers. Bare foot, with some slippers tied to his belt and a quarterstaff over his back and a small satchel for his personal effects. Skills: Punching! And kicking too! And some smattering skill with other weapons, but any unarmed weapon is wielded in similar ways. It gives the appearance of being skilled with each weapon, but it's more like he knows how to use weapons in their basic shapes and forms and to incorporate them into his martial training. After that, some mad jumping and acrobatic skills. Dude is speedy and quick. He's got some natural strength, but speed and skilled strikes are what defines his attacks, not raw power. Apart from that, some basic self-sustaining skills like cookery, as in, what's good and healthy to eat and what's good for the body, sewing and some medical knowledge, to fix battle wounds and stress injuries rather than diseases or natural problems. And some knowledge in ancient history of the world, specifically elven history and of the nation of Alshara, and the before times. Background: Barry is from one of the few remaining elven monasteries, training their people as martial defenders and book-keeping the ancient knowledge of their race, marking the world's changes. This job became a lot more valuable and important to the remaining elves with the flooding of the world. A large focus of it tells of how the world used to be, and even before then, of a time when trees covered the entire world. Generally speaking, if you're in Alshara and you need some random information to find, a monastery may have it, or you're an elf going on a dangerous mission that could benefit the elven race, they may send some monks to help you out. Their populace are made up of orphans or children given over at young ages, no exceptions. They have a tale of something similar to a certain tale of a time long, long ago where wise knights of order and justice trained someone too old in their order whom then went nuts with very little effort and murdered most of them like a crazy maniac. Ambition: Barry took on a noble quest of his temple. Each temple will send out at least one monk every seven years on a quest to explore the world, to see if they can find a way to return the world to it's ancient state and return the dominion of the trees and land to the world. A monk is not allowed to return until they either find out information relative to this event, or with some other valuable knowledge. In these times, most of these monks either die, or return with other random information, maybe new medical techniques, as masters of strange new martial forms, or with eldritch artifacts. Barry has volunteered for this quest, and hopes to be the first in a long time to find something relevant to the original intent of this quest. Connections: List some important people in your life, whether friends, family, members of your crew, or whatever else. “One day you wake up and realize the world can be conquered.” - Doctor Impossible |
|||
11-29-2017, 06:27 PM
(This post was last modified: 12-01-2017 08:03 PM by SupahKiven.)
Post: #8
|
|||
|
|||
RE: Wind and Water
Name: Atakita Tallaria and Baron Rartenson
Race: Orc Tiefling and former Undine Description: Atakita is tall and imposing, her heritage doing her no favors when it comes to non-scary looks. She's stands at 7'1" and is built like a brick shithouse, though she is also on the younger end of her life. Atakita also has the classic fangs of an orc, the rugged jawline, and the black, greasy hair, alongside green skin quite a bit darker than normal orcish skin that is latticed with scars from battles well fought. From her infernal heritage, Atakita has gained horns similar to an impala's, soupy red eyes, hooves, and a massive tail about as thick as her arms. Atakita takes from her orcish heritage quite a bit. She is blunt and straightforward, as well as prone to outbursts of emotion in either direction. In battle, Atakita is as ruthless and violent as any, loving a good, messy scrap more than anything. Still, she knows how to control herself for the most part. Recently, however, Atakita has found herself extremely irritated due to one particular spirit named Baron. Baron appears as typical as Undine come. Alongside the typical blue skin and gills, Baron possesses fishlike eyes, fins along his forearms, calves, and back, and sharp, shark-like teeth. However, Baron is set apart from other Undine in the fact that he is a spirit, appearing translucent and ethereal, and is bound to Atakita's body. His being is 'stuffed into' Atakita's body, alongside the Orc Tiefling's own soul, though Baron is capable of partially existing outside of his 'host body'. As far as the two understand, Baron and Atakita have had their souls 'grafted' together and now 'overlap', and thus they cannot continue to exist without each other. This has caused quite a bit of annoyance and irritation between the two. Baron is snooty and nerdy, a true elitist scholar at heart. He tends to look down on those who have a disregard for the pursuit of knowledge, such as Atakita. His interests are skewed towards the pursuit of knowledge, arcane knowledge in particular, and he seems almost obsessed with magical objects. Skills: Atakita is proficient with many forms of ranged and melee weaponry, with her favorites being things like great axes and warhammers. She is a strong, skilled and veteran warrior, and can easily hold her own in a variety of overwhelming combat situations. In addition, Atakita is competent when it comes to sailing (many people are), and knows quite a bit about how to conduct maintenance on weapons, armor, and boats. Baron, on the other hand, is a well read and very experienced mage. He knows a variety of spells and rituals, and how to pull them off. His forte, however, is experience with magical objects (which turned out extremely well for him). Baron had spent his life studying, documenting, and even creating magical artifacts, and his experience sent him across the world. Up until it got him killed, of course. Background: Ambition: Despite their differences, Atakita and Baron want the same thing at the current moment: to figure out a way to separate themselves. Easier said than done. Connections: Atakita: Baron: |
|||
12-01-2017, 01:28 PM
Post: #9
|
|||
|
|||
RE: Wind and Water
Name: Roldryrindalionathis
Nickname: "Dalion the Defender" Race: White Dragon Description: She is a small and rather young dragon, being a mere fifteen feet tall and one ton in weight. She has large, bright wings and a strong, spiked tail. Her eyes are dark blue, and she generally seems chipper and cheerful! Skills: Dalion believes herself to be a fine fighter, public speaker, and a truly glorious leader of men! She is also a devout follower of the ancient draconic god Grildir, Lord of the Sky and Protector of All Under His Wings. Grildir is long forgotten by most dragons, but not Dalion! She aspires to be a MIGHTY PALADIN, protecting the innocent and punishing the villains of this world! Background: Dalion was born 26 years ago to Frombur and Myrledar, far in the frozen north. Her parents, however, were rather wicked dragons, and Dalion grew up horrified by their various evil deeds! When she came of age, she departed the north as quickly as she could, and soon met a group of bards. Intimidated though they were, Dalion eventually befriended them, and they regaled her with tales of mighty heroes, paladins, and glorious quests. Dalion bit that hook immediately, and has since been traveling around trying to be a hero! From what the tales said, that meant defeating the enemies of all that is good and helping those in need! Ambition: To become a great hero and vanquish all evil! Or help evil people be less evil. That works too. Connections: Frombur - Father Myrledar - Mother Risel, Som, and Devla - The bards that inspired Dalion to great deeds! She hopes they're doing okay. |
|||
« Next Oldest | Next Newest »
|