[b]Name:[/b] Jillian 'Sharkspittle' McAnn [b]Appearance:[/b] [hider=Feast yer eyes, chum-sucker!] [img]https://i.imgur.com/om4nzD7.jpg[/img][/hider]Her skin's bleached pale on account of her imbibing mountains of exotic chemicals and combat drugs over the course of her short but illustrious career. Has a surprisingly high-pitched and childlike voice. [b]Bio:[/b] [hider=Grab a-hold o' yer breeches, this is a right wild yarn...] So Capn' McAnn, y'see, was this great big famous pirate lassie who shot round the world lootin' ships and robbing treasuries and such. Filthy rich, famous as any of the greats, 'cept she was one of the only ones what didn't have a proper beard. Anyways, one day she pulls into port and shacks up with some pretty boy for the night, then sails back off to sea, and all's fine and dandy 'till her belly starts growin' and all of a sudden she's got a squalin' babby on her hands. 'Course a great big pirate like her ain't just gonna drop everything to be a mammy, so 'stead she drops the babby off with her mentor, peg-legged Ratbeard the Fourth, tells him he better raise her lassy right or else she'll come back an' drag him to hell herself. Seein' as that's hardly an order a man can refuse, Ratbeard just nodded his head, took the babby in his arms, an' vowed there and then he'd make her the greatest pirate what ever sailed the Nine Oceans. Big talk for an old man, but you can bet your bollocks Ratbeard worked hard to follow up on his word. From the moment she could walk, he was teachin' wee Jillian the ways of the sword and sail, how to cut a man open whilst swaying on a stormy deck, how to tie twenty kinds of know with her fingers still drippin' with innards, how to ride the winds of a hurricane and shoot so straight she could blow yer parrot out the air from haffa league away! Last an' most importantly, he showed her the scientifical intricacies of Nautical Alchemistry. By the time she was waist high, Jill was already a better pirate than half the sailors out on the oceans. Now Jilly had heard about her ol' mother Captn' McAnn, and she was right furious at being just dropped off on land like that. Soon as she was twelve turns old, she snuck off from Ratbeard and stowed away on a ship, hopped off at a port of ill repute and joined the first crew she could find that was dumb enough to have her (they were stone drunk y'see, and she told 'em she was just short). 'Most soon as she was out on the ocean, Jill started makin' a name for herself. Right terrifying tyke she was, I'll tell you that- her bein' small and all didn't hold her back, only meant she could stab ye in the crotch soon as yeh got close! Her Capn' was rollin' in loot soon enough, and right happy to have her on his boat, though Jill was already lookin' to stage a mutiny and take the ship for 'erself! Fate's a funny thing, though, and before she got the chance the crew ran into bad luck, in the form of James T. Finnegan Hookjaw, bane of the waves, greatest rival of her mother Capn' McAnn. His fleet caught their ship with its britches down on open water, and in the blink of an eye his men were boarding, storming Jill's ship and cuttin' down anyone who stood in their way. Most of 'em fell like the weak scum they were, but just when Hookjaw's crew thought they'd won, the whole damn deck burst into flame! Jill had dropped a cask of Aegan Fire on 'em, and as soon as she'd done it she was swingin' off on a boarding line, landin' on the deck of Hookjaw's very own ship and drawing two straight blades. One lass weren't enough to take on one of the best pirate crews on the seas, though, and before long she was knocked down and trussed up, an' carried before the Capn' himself so he could decide on her fate. Now Hookjaw, see, he was right impressed by her fightin' spirit, so he decided to make Jilly a special offer. If she could beat one of his best men in single combat, hand-to-hand, then he'd have her on his crew. I'll bet ye can guess what happened next, eh? Jill chose the toughest-lookin' fucker on the ship, jabbed him in the eyes and kneed him in the bollocks, then decked him across the jaw and earned herself a place alongside one o' the fiercest captains that ever sailed the waves. Since then she's been raidin' and lootin' on Hookjaw's crew, and tales of her name have spread far an' wide. She fights with sword and gun and nasty Alchemistry, along with a right strange blade she looted from the depths of the ocean itself- the Crimping Cutlass, green as emerald and fierce as the sharks. Two times she's clashed with her own mother's crew, and she swears the third time she'll catch the old crone herself an' make her beg for forgiveness. But the seas are wild and cruel, and the Gods only know where fate might carry Jilly next...[/hider] [b]Age:[/b] Nineteen turns 'round the sun, more or less. [b]Skills:[/b] [hider=Piece of advice, mate: don't mess with Sharkspittle.] Jill's a sailor and a pirate, though and through. She can handle sails, rope, and rudder with expert-level proficiency, navigate both sea and land, swim at near-Olympic levels in calm or choppy water, prepare food from the measliest of scraps, and hawk goods so well it's almost daylight robbery. She's no slouch when it comes to close combat either, wielding short swords with great dexterity and maneuvering fast and easily through chaotic situations and unstable or slippery terrain. A trained markswoman, she's as good with a gun as she is with a blade. Most dangerous of all, she knows how to fight dirty- she's more than willing to use schemes, traps, and distractions to get her way. On top of this skillset, she's also well-versed in the ways of Nautical Alchemistry, an advanced variant of common chemistry. Using certain exotic compounds (some of which are only found in her world), she can concoct several brews of nigh-supernatural potency, most of which she carries on her person at all times. She's usually equipped with enough materials to quickly make 2-3 small vials of each of the following, though she can make more if she has enough time and the right resources. - [i]Blood Powder:[/i] A thick red powder. Volatile and [i]extremely[/i] explosive. A single vial of this is as powerful as a modern grenade, and even a tiny spark will set it off. Handle with care. - [i]Set's Delight:[/i] A thin white powder that spreads easily in air. If this stuff makes contact with skin it itches like [i]crazy[/i], and can cause temporary blindness and intense pain if it gets into someone's eyes or nose. - [i]Aegan Fire:[/i] A slick, oily yellow liquid. When ignited, it produces a green flame that burns hotter than ordinary fire and can keep burning on any surface the liquid makes contact with, including water. Once the fire is started, it's an absolute bitch to put out through ordinary means, though Jill also has a concoction to quench it. - [i]Scumeater:[/i] An incredibly potent poison. A dark liquid, harmless to touch but utterly deadly if it gets into the body (via a wound or by being imbibed). If it does, expect extensive tissue necrosis around the point of contact within seconds, followed shortly by muscular spasms, vomiting, and death. Jill has built up an immunity to this (and many other poisons) over time using minuscule and highly diluted doses, though even she experiences some of the lesser symptoms if dosed. - [i]Combat Drugs (Felis and Taurus):[/i] Dark green liquids that taste like salt water. Upon being imbibed, these flood the drinker's bloodstream and temporarily alter internal biochemistry and physiology, improving various abilities. Felis triples the drinker's speed and reflexes for five minutes, Taurus triples strength and dulls all pain for the same duration. Using these potions burns through calories at an incredible rate, however, leaving the user exhausted and hungry once the duration ends. Multiple doses can be taken at once, but this increases the risk: taking two doses at once causes muscle tears and vomiting once the duration expires, three doses makes the drinker go berserk and madly attack anything around them while the drugs are active, and four or more doses cause internal hemorrhaging and potentially death. Last but not least, Jill carries some more conventional equipment. She's almost always equipped with one or more swords, a compass, a small bottle of fresh water, a long rope and small grappling hook, and her trusty pistol. This last weapon relies on blood powder instead of gunpowder, and fires large, heavy bullets with similar power and range to a modern military sniper rifle. However, it has heavy recoil, and must be reloaded after each shot. Her Keyblade is the Crimping Cutlass: [hider=Keyblade] [img]https://i.imgur.com/QgTQH07.jpg[/img] [/hider][/hider] [b]Personality:[/b] [hider=She's a bloody pirate and a scallywag.] In a word: driven. Jill is foul-mouthed, foul-tempered, and will stop at nothing to get her way. Her main goal is to become more feared and famous than her mother, and also to capture said mother herself and make her beg for mercy. If you say she has an inferiority complex she will beat your fucking face in, so don't mention it. Aside from that, she does have a genuine love for adventure, and enjoys trading tall tales of past exploits with those who have the daring deeds to share. Her view of piracy is as an act of rebellion, not of malice, and she generally tries to avoid harming innocents so long as they don't get between her and the loot. That said, she's also well aware of the realities of her chosen path, and reserves only cold ruthlessness for those who dare cross her. She holds a mean grudge, and once you get on her bad side it's very hard to earn forgiveness. That said, she's not without a more pleasant side. She's fiercely loyal to those who fight alongside her and earn her respect- she'll stab you in the back if she thinks you're a coward, but show her you mean business and she'll stand by your side against all odds. Though she's harsh and often offensive, she can take an insult with a laugh if it's from someone she knows has the guts to back it up. Though she's outwardly hard and fierce, she's often playful and even childish around those she truly trusts. Her education is very specific- she knows her chemistry, seamanship, and meteorology, but outside of that knows only what she catches through common interactions and rumors. She's aware the Earth is round, but can't name the rest of the planets in the solar system, and her knowledge of history is mostly restricted to the great pirate captains of the past. Her manners and social courtesy are almost nonexistent, and while she does try to keep herself clean, she's also brutally blunt in conversation, eats with her hands, and has no respect for privacy. No law or code shall bind her, she follows her own will. [/hider] [b]World Sheet[/b] [hider=Masikah] [b]Name:[/b] Masikah [b]Summary of History:[/b] [hider=Open your notebooks...] Around four-to-five thousand years ago, a small tectonic shift cause massive underground water reservoirs to open up, raising the sea level and flooding much of the world's land mass. As the sea rose, low-lying civilizations were drowned or scattered, whilst the climate warmed and the ice at the poles began to melt, adding even more water to the ever-climbing ocean. When at last it stopped, the world was forever changed- continents broken apart into massive islands, deserts turned to tropical paradises, and a massive blue ocean lying open, waiting to be conquered. The great seas of this world are harsh, wracked by massive hurricanes and planetary waves that dwarf anything seen on conventional Earths. Sea creatures grew larger and more aggressive threatening any human who dared set out into the wide blue wilderness. Still, as civilizations recovered, it was those with ships who seized power. The remnants of Egypt were the first. Having fled their flooded homeland, they moved south into the newly blooming expanses of East Africa and founded an empire there, building towns and cities and monuments, mastering the riverboat and discovering the use of sails. After subjugating the smaller tribes and nations of their own continent, the Pharaohs began to send scouts across the seas, poking at the edges of Asia and the remnants of Europe. Other civilizations, meanwhile, had not been idle. In China and the island that remained of India, other civilizations had put down roots and begun to spread. The islands of Europe slowly grew into a wide array of warring clans and cultures, quickly developing vessels to fight among themselves. Through all this, the Americas remained almost entirely empty, with the melting of the ice up north preventing early humans from easily accessing those lands. Egypt first made forays into the European Islands, but was driven back in spite of its superior might and vessels- the European clans were well used to naval warfare after fighting each other for generations on the seas, and were quick to unite against a larger outside threat. By the time Egypt began to adapt, it was too late- the main clans had been united beneath a single leader, who held strong against the assault. Eventually the two sides came to a ceasefire, and trade between them flourished. India, meanwhile, proved an easier conquest- with a smaller and more peaceful population, it was soon subjugated by the Pharaohs' forces. From there the Egyptian ships sailed on to China, finally encountering another empire of comparable size to their own- but by then internal conflicts had distracted both sides, and so no war between them occurred. Trade routes were established, and both cultures flourished from the exchange. The newly-formed empire in the European Islands began to expand, conquering parts of North Africa and western Asia. Egypt split into three kingdoms, two in Africa and one in India. A new dynasty took power in China and began to expand, reaching southeast into the islands and westward across the continent until it met and skirmished with the European clans. The clans themselves were beginning to splinter once again, with those who had moved east into Asia forming their own empire whist the rest splintered and fought amongst themselves. Across the world, trade across the oceans thrived- with few land routes available, people turned to ships, which were rapidly becoming faster, more durable, and more widely produced. It was around this time that a new form of warfare reared its head: piracy. With the trade boom in full throttle, it spread like a virus. The clans on the European Islands were its main proponents, raiding the ships and ports of the larger empires to sustain themselves, and carving out the first legends of brutal and daring captains. Everywhere else soon followed suit, however, and soon the seas were a battleground, armed convoys competing with pirate fleets competing with powerful navies over the bulk of the planet. As ships grew faster and better it was only a matter of time before someone discovered the Americas. As soon as word got out, the major empires raced to claim the prizes of the new continents, triggering large-scale wars, civil wars, and generally a great deal of chaos that the pirates profited the hell out of. Many even began to hire themselves out to kingdoms as mercenary fleets, becoming semi-official military forces. By the time the rush for the Americas settled down, the world was further divided, and pirates ruled the seas. Having earned bounties, funding, and equipment from the warring nations, they had become too fearsome and powerful for any navy to stop, banding together and fighting back in huge fleets whenever a Pharaoh or Emperor tried to move against them. With many of the Earth's natural resources locked away beneath the sea, and huge biodiversity springing up beneath the waves, science evolved with a focus on chemistry, biology, and meteorology. Instead of an industrial revolution, there was an alchemical one, as bright minds took advantage of unique compounds produced by gradually evolving marine life to create new and powerful substances. Explosives and Blood-Powder weapons were already commonplace by the race for the Americas, and afterwards a huge variety of poisons, medicines, propellants, and body-altering drugs began to spring up. The pirates and the land-bound nations took equal part in this, with councils of alchemists competing with crackpot ship-druids to create the newest advancements. Overall, the world remains in constant flux. Land-bound nations compete with pirate clans for control of the seas, Alchemistry continues to advance in new and surprising directions, and a growing alarm surrounds the appearance of monsters known as Heartless across land and sea, with countries once again recruiting pirates as military forces to combat this new threat.[/hider] [b]Important Nations (Great Powers, etc.):[/b] - [i]The Egyptian Kingdoms:[/i] Seven nations now take up the bulk of Africa, a mostly peaceful union with subtle internal competition. Two major religions dominate here, one with a pantheon of ancient goes and the other with a single solar deity. Internationally, they tend to operate as a tightly-knit group of allies, whose combined power makes them a force to be reckoned with. - [i]Gamat:[/i] A kingdom on the islands of India, with heavy ties to Egyptian culture. On friendly terms with the nations in Africa, but not part of their alliance. Though weak militarily, it's a very wealthy nation on account of burgeoning trade, and is considered a center of culture, art, and scientific advancement, and is very populous for its small size. - [i]Chinese Empire:[/i] Arguably the world's greatest single power, takes up most of eastern Asia and many nearby islands. The Emperor is mostly a figurehead, with a large council doing most of the actual ruling. A powerful nation with a sizeable population and a strong navy, it nevertheless suffers from internal divisions and occasional open rebellion. - [i]Deshkold:[/i] As with most worlds, the great powers found it difficult to hold onto faraway colonies for long, and the American continents claimed independence. In this case, North America joined into a single nation, united by an esoteric new religion with a heavy focus on ritual. A largely peaceful nation, it is nevertheless populous and quite powerful. Known by the Chinese and Egyptians and the 'Sleeping Dragon,' harmless for now, but potentially a huge threat to the current political equilibrium should it ever stir... - [i]European, South American, and Oceanic Isles:[/i] Dozens of small independent nations, generally not wealthy or powerful. Because of this, they rely on pirates for protection, and their ports act as bases and stopping points for the pirate crews and clans. - [i]Pirate Crews and Clans:[/i] Last but not least, the predators of the sea. Though divided between a large number of factions, the pirates are nevertheless a major political force in this world, preying on some nations whilst allying themselves with others. Usually split by grudges and infighting, they still follow a single code, which demands that they unite against any nation that threatens their existence as a whole. For this reason, the major powers are careful not to build or deploy their navies too aggressively, and most of the planet's major wars are actually fought between the ever-shifting alliances of the largest pirate clans. [b]Overall Technology Level:[/b] Lower than most Earths, due to decreased population and major setback early in the development of civilization. Very little industry or electricity, but their meteorology is exceptional, and their chemistry and medicine rivals and in some cases exceeds that of high-tech worlds. Both land and sea vehicles rely on sails to capture powerful winds, and alchemical propellants to provide bursts of acceleration. Large-scale releases of synthesized gas are used by the greatest fleets to control the weather, generating the exact winds they need or summoning devastating storms over their enemies. Whilst metal is used for some vessels, most newer ones rely on a new form of alchemically treated wood, light enough to float and harder than steel. [b]Map:[/b] [hider=World Map] [img]https://i.imgur.com/ca2lLO7.jpg[/img] [/hider] [/hider]