[center][img]http://cdn.obsidianportal.com/assets/132241/Sea_battle.jpg[/img][/center] [center][h2]Premise[/h2][/center] You and a group of cutthroats have found themselves in the port city of Seacliffe, located on the northern shore of the Sea of Swords, and have walked into a tavern, as most adventures begin. Outside, the Faire of Storms is in full swing. Stumbling out of the crowds of scantily clad and drunken townsfolk, you see a handsome man a few years shy of thirty sitting behind a desk, lounging like a merchant prince. Beside him is a burly and heavily tattooed, one armed Dwarf, with a straw colored mohawk and a braided beard that would brush the ground if it wasn't tucked into his belt. The rumors you've heard were correct, and Galen Blackmoore is indeed looking for a crew to man his newly acquired Caravel named [i]Sea Reaver[/i]. But what can you bring to the table? That, my friends, is the question... [hr] [center][h2]Character Roles and Duties[/h2][/center] [center][color=ed1c24]Important Note[/color][/center] The way we are going to assign positions is a tad different than you'd most likely expect. You are going to make a character with a certain set of skills, and we are going to post in the IC on you presenting your skills to my character. Once you have done so, your role will be assigned to you. However, the way you make your character will make it pretty obvious what role you are shooting for. For the Captain position, I want anyone who wishes for that position to be openly vocal about it, because it will depend on both me and the other players on if you can have the position. Now, onto the roles and their meanings. [indent][b]Captain[/b]: A Captain was essentially the president of a pirate ship. Voted for by the crew, the Captain's role is a very delicate and odd position to have. On the one hand, a Captain's orders are followed when sailing, a Captain devises the best coarse for the ship, the Captain has absolute authority in a battle, and a Captain negotiates with other Captain's or officials when need be. The Captain also gets two shares of loot to a crew member's one, and distributes the loot after a haul as well. However in contrast, a crew member can call a vote on a Captain's questionable order, or can call a vote on the Captain losing their position anytime out of combat. The Captain, while maintaining the role as leader, is very much privvy to the whims and wishes of the men under him. Which leads us to the mediator... [b]Quartermaster[/b]: My character. The Quartermaster has nearly the same amount of power on a pirate ship that a Captain has, only in a different sense. The Quartermaster represents the crew's interests to the Captain (and often vice versa), metes out punishments, supplies, and every crew member reports to the Quartermaster, who then reports to the Captain in turn. A Quartermaster is often voted for just as a Captain is, and is usually the most trusted member of the crew. The Quartermaster gets two shares of loot. [b]Head Mage/Lore Master[/b]: While not necessarily the only magic user on the ship, this position was filled by the most powerful/wisest magister. Any old books of lore, any mystical mishaps, any occult findings, or enemy mages were this position's main focus. They were essentially magical advisors to the Captain, and secondary artillery during battle. [b]Boatswain (Bo'sun)[/b]: The Boatswain's job is to supervises the supply stores and the ship itself, checking the riggings and sails each morning, and is the one that tells the crew when to weigh anchor and hoist the sails. [b]Surgeon/Healer[/b]: Often times the cook as well, the surgeon/healer's position was fairly self explanatory. Through tools, medicines, herbs, perhaps even mystical means, a healer keeps the crew alive and healthy. [b]Navigator/Sailing Master[/b]: A very difficult job due to the primitive tools at hand, the Navigator looked over maps, charts, instrument,s and the night sky to give the Captain the best course to arrive at their next destination. Sometimes when the Captain was busy, the Sailing Master steers the ship. [b]Master-At-Arms[/b]: While these duties often fell to the Quartermaster, this job was for leading the sailor's boarding parties and training new recruits for combat in hand to hand, and their combat positions on a ship. [b]Sailor[/b]: Sailors swab the deck, hoists the sails, drops the anchor, etc. A sailor is simply a member of the crew, though that holds far more weight than one might think. Just because they follow orders, does not mean they are not valued (because without them, a pirate ship couldn't function) nor does it mean their ideas are not listened to or without merit, and a wise or charismatic sailor can be just as powerful in their opinions as a Captain at times. [b]Gunner/Engineer/Shipwright[/b]: My other character, this is the one who fixes the ship when it's damamged (and orders the others on what to do when that occurs) and maintains the artillery and ammunition. [/indent] [hr] [center][h2]Ship Types[/h2][/center] [hider][center][img]https://68.media.tumblr.com/17f5e1bf6236186471023d360d7fbabd/tumblr_owp05bIC3X1sx8o26o1_400.jpg[/img][/center] [b]Cog[/b]: The predecessor to the modern human ship, the Cog was the first open oceangoing vessel made developed since the fall of the Praelian Empire. It has a single mast, with a forecastle and an aft castle. It was clinker-built with steep sides and a flat bottom. While it is mostly obselete nowadays, it is still used as a cheap transportation of goods or people. They ranged from 50 to 80 feet in length, and could carry around 150 tons of cargo. [center][img]http://www.thepiratesrealm.com/pirates-images/Carrack-ship-illustration.jpg[/img][/center] [b]Carrack[/b]: The workhorse of the seas, the Carrack was developed as a heavier and much larger version of the Cog. It's generally a very powerful and well manned vessel, called 'Greatships' in Andred. It had a high rounded stern with an aftcastle and a forecastle and bowsprit at the stem. It was square-rigged on the foremast and mainmast and lateen-rigged on the mizzenmast. It generally had 3-4 masts and could travel quicker than the Cog, and carry far more while being more stable on rough waters. It's generally 150 feet in length, and at maximum capacity carry 1,000 tons. [center][img]https://i.pinimg.com/originals/bb/18/bc/bb18bcdfad810efeebca8daf1147dfbf.jpg[/img][/center] [b]Caravel[/b]: Larger than the Cog but smaller than the Carrack, the Caravel was built for speed and maneuverability on the open ocean. It had 3 masts of lateen triangular sails, and could carry up to 200 tons of cargo at maximum capacity. While not indefensible, it does not have a forecastle and the sternpalace is slightly lower than a Carracks. It's usually 80-100 feet in length. [center][img]https://68.media.tumblr.com/c43aef350d86ce068702b10ec5ee1446/tumblr_owo88377PL1sx8o26o2_400.jpg[/img][/center] [b]Elven Galleon[/b]: Avid Seafarers, the Elves have perfected the Carrack and the Caravel designs into what the human's call Galleons. Nearly the size of a Carrack but with the speed to match a Caravel. With 300 tons of capacity and 3-4 square masts, it's a terrifying force on the seas. Note: The Praelian's use Galleons as well, slightly larger but slower, but superbly built. [center][img]https://68.media.tumblr.com/55bee96249d4412f9870331caf07b6f6/tumblr_owo88377PL1sx8o26o3_400.jpg[/img][/center] [b]Elven Sloop/Schooner[/b]: Two masts and a narrow design makes these the fasted vessels on the high seas, low in the water but able to sail circles around most anything they will come into contact with. There have been reports of these ships out-sailing sea beasts. [center][img]https://68.media.tumblr.com/fef6200c6d90d9b49ea769ca13dfcbc0/tumblr_owo88377PL1sx8o26o1_400.jpg[/img][/center] [b]Dwarf Ironclad[/b]: Contrary to popular belief, Dwarves do not hate water. In fact, they have helped developed the Carrack, thinking that a Shipwright is simply another term for engineer. However, if you have just Dwarves thinking of what the best ocean-going ship it would, it would look something like this. A juggernaught of iron and steam, this ship can even survive limited time completely submerged. Able to hold 1200 tons and can smash through any other ship that it comes across. [center][img]https://68.media.tumblr.com/043ec79d3863de6abd6f74272e037adb/tumblr_owo88377PL1sx8o26o4_400.jpg[/img][/center] [b]Northman Warship[/b]: Despite it being so low in the water and with only one mast, the Northmen longboats are still very effective at speed and combat on rough seas. Powered as much by the hearty warriors that sail them as by the wind, they have the capabilities of a cog, with faster speed and a more reliable chance of losing water it takes on. (more coming soon)[/hider] [center][h2]What I expect from players[/h2][/center] [list] [*]At least 3 paragraphs each post, with good grammer and spelling. [i]Reread[/i] your posts to make sure. [*]The technology of this world is generally 12th to 16th centuries, which means some areas will have chainmail as the pinnacle of technology, and other areas will use full plate, while others are unarmored with rapiers. Only Dwarves have access to Gunpowder weaponry, and even then it is few and far between. [*]While I love creativity, no game breaking/wild card characters. While I am [i]very[/i] excited for a healthy level of backstabbing and intrigue (DO IT), this is a ship who will only survive with a crew that works together. Don't try to fuck things up for the sake of fucking things up. You'll be outta here swiftly. [*]Be polite to one another and follow guild rules. [*]Like I said before, PG-13 sexual scenes and seduction is fine, but no real smut. Once the clothes are off, the post fades to black. And again, gonna be violent up in here as well, with swearing. [*]Your character can die. They can't be killed by another character without consent of both players, but if you make a very stupid decision, they aren't invincible. I'll probably let you do combat they way you want (as long as you're realistic) but I might go by rolls later if it gets out of hand. Also if your character dies, you can make another. [*]This is a group RP, and while I am the GM, feel free to tell me your ideas for stories and feel free to take some liberties in story telling. I want this to be a fun collaboration rather than a set standard story set by me (other than initially). [*] I prefer human characters, or human-like. If you want to be a full blooded Elf/Dwarf, or something more out there, PM me. [*] THIS. IS. NOT. FIRST. COME. FIRST. SERVE. I will decide on who's CS is selected, and when I do, it is not based on how I like you as a person or user. It might not even be based on how well you made the sheet (even though I demand quality). It's on if I think it works with my story, and then quality. [/list]