It is a time of high adventure, of danger and intrigue, of crashing waves and singing steel. The island colonies on the Antillean Archipelago have become a hotbed of intrigue and opportunity, as the distant kingdoms of the Old World struggle for a grip on the New World, while a rising tide of revolutionaries vie for independence. Commodities like sugar, cotton, and gold have led to huge industries of exploitation in the Archipelago, and artifacts from the Old Empire are irresistible lures for explorers and treasure hunters. And wild rumors of ancient ruins, strange monsters in the waters and jungles, and treasures with supernatural powers draw in the curious, the bold, the ambitious, and the mad.
In the middle of all this is the sprawling city of Free Sail, a haven for spirited adventurers and bloodthirsty pirates. In theory, it is a neutral port of fair trade for all of the Old World kingdoms and their colonies. In practice, it is where political agents go to hire mercenaries, spies, saboteurs, and assassins; where buccaneers and explorers go for rumors of the strange and the valuable; where marauders of the dreaded Black Fleet come to spend the spoils of their plunder and look for their next prey.
In such a time and place, the only true law is the steel at your side. More conflicts are settled by duels than by judges, and master swordsmen can carry the authority of a king or queen, at least until another duelist comes to claim their title. No matter the allegiance, the golden rule of the Archipelago is “it's only yours if you can fight for it,” a rule that applies to everything from treasures, to lovers, to your very life.
The city of Free Sail has no end of opportunities to be found. Wealth. Power. Treasures beyond the imagination…
…but only if you can fight for it.
Overview
Setting: The city of Free Sail, in the heart of the Antillean Archipelago (a fictionalized version of the Caribben Sea). Time Frame: Roughly the Age of Sail (1600s-1700s), but with anachronisms ranging from the Vikings to the Napoleonic Wars. Technology Level: Pre-Industrial Revolution; gunpowder is available, but guns are limited to single-shot flintlock pistols and muskets. Far and away, the more common weapons of the day are sabres, rapiers, cutlasses, and daggers. Starting Season: Late spring, with seas deceptively calm but with the risk of sudden massive storms at any tjme. Magic Availability: There is no innate spellcasting, but there are artifacts and treasures rumored to have supernatural powers. You can't cast a lightning bolt, for example, but you might find a jewel or a crown that lets you control the weather. Tone and Vibe: This RP is meant to be focused around dashing heroes, flashing blades, and acts of derring-do. I'm less interested in gritty realism or sneering cynics, and more interested in gallant sailors fighting off cut-throat pirates, colorful masked vigilantes fighting for the oppressed and the downtrodden, scoundrels with hearts of gold. At any given moment, someone should be able to swing from a chandelier without it feeling out of place. Inspirations: Classic adventure films like The Sea Hawk and The Crimson Pirate Treasure Island (any version, pick your favorite) The Princess Bride Pirates of the Caribbean The Three Musketeers The Mask of Zorro The 7th Sea role-playing game
Rules
All players are expected to abide by these rules at all times. Breaking these rules can result in expulsion from the game.
This is an open-ended game with no explicitly planned overarching story. Prospective players are allowed to submit a character sheet at any time. Approval or denial of a character sheet is up to the GM's discretion.
If approved, players are expected to post at least once every two weeks. Posts should be a minimum of 3 paragraphs, and should make some progress in advancing their particular plot.
Players are allowed to play one character at a time.
Remember the setting. This is a world in which daring adventure, court intrigue, whirlwind romance, and deadly duels are commonplace. It is not intended to be a slice-of-life game, nor is it a grimdark edge-fest or a shonen battle anime. If you can't imagine your character swinging from a chandelier at any given time, it's probably not appropriate for this game.
Content is to be kept PG-13 at most. Death and violence, sexual content, profanity, drug and alcohol use, and “heavy” themes like slavery and colonialism are not banned, but graphic depictions of any of the above are not appropriate. When in doubt, “fade to black” when something unsavory is about to happen- it's better to be implicit rather than explicit.
Colored text or distinct fonts are nice, but not necessary. If you do decide to format your text, please make sure it is easily readable.
Collaborative PvP is not just allowed, but encouraged. However the operative word there is collaborative. Get the explicit permission and cooperation of any other players you want to fight with, and don't deliberately humiliate or ‘bury’ other people's characters.
Killing other player's characters- including their supporting NPCs- is not allowed, without express permission from the other player.
“God-modding” the setting- such as destroying major locations, making your character the king/queen, or otherwise fundamentally altering the setting- is not allowed.
Available Factions
The following factions are active and have vested interests in the Antillean Archipelago. Characters are allowed to be members of any faction, or act independently.
The Freebooters: A confederation of mercenary crews loyal only to each other. A fledgling democracy without a centralized leader, decisions among the Freebooters are made by a Council of ship captains. All are welcome to join, provided they adhere to the Freebooters' Code. Despite the independent and egalitarian nature of the Freebooters, politicking and treachery is still common, and some of the more ruthless crews pride themselves on finding loopholes in the Code to benefit themselves.
Los Vigilantes: An organization of masked outlaws arising from the tyrannical rule of the Castillian governors, Los Vigilantes hold themselves up as defenders of the oppressed and fighters against injustice. Members of the organization keep their identities a secret even from each other, relying on garish masks and outlandish personalities to cause sensation and inspire the downtrodden. Not every member of Los Vigilantes is as altruistic as they should be, however, as some are more interested merely in causing mayhem than in helping the poor.
The Exchange: Officially the Exchange is a conglomerate of bankers, merchants, and shipping magnates all with a vested interest in developing the Antillean colonies. In practice, however, the Exchange is the largest criminal syndicate in the New World, overseeing the trade of everything from stolen goods to illicit drugs to captive people. All of the Old World kingdoms know what the Exchange really is, but all of them are willing to turn a blind eye to their dealings as long as they make a tidy profit from it.
The Order of the Spyglass: An organization founded by rich scholars, the Order of the Spyglass is dedicated to uncovering the mysteries of the New World. Comprised mostly of treasure hunters, explorers, navigators, and pathfinders, members of the Order are notorious for being insatiably curious in their hunt to find lost knowledge and unseen civilizations...provided, of course, that they get their share of the fortune and fame.
Les Fréres de Fer: Formerly the bodyguards of the late king of Vallé D'Or, the musketeers of Les Fréres de Fer are sworn to uphold the virtues of Justice, Honor, and Love. Musketeers are often hired as protectors of small villages and towns, bodyguards for the well-to-do, and bounty hunters to track down criminals and pirates. While Les Fréres are generally well-regarded, their Order is also highly secretive, and many believe their true intent is not merely to inspire the local population, but to build an army in exile and reclaim their homeland.
The Black Fleet: Unapologetic in their brutality and cruelty, the Black Fleet have no pretense about being anything but pirates. While they are often seen in Free Sail spending their plunder, their true home is the dreaded Isla del Miedo somewhere in the maelstrom of the Triangulo de la Muerte. The pirates of the Black Fleet are infamous for their treachery even among their own, with their only uniting quality being their allegiance to the pirate king Edward Wrathbourne. Legends say that in exchange for obedience, Wrathbourne gives his captains treasures and weapons that grant them supernatural power, and that monsters and dead men walk among their crews. How much of that is true, and how much is spread by the Black Fleet themselves to build their fearsome reputation, remains to be seen.
Castille, the Empire of Gold and Steel: The dominant power in the Antillean Sea, Castillian forts dot many of the islands and ports of the Archipelago. However, recent military losses back on the continent have greatly reduced their presence, allowing other kingdoms and factions to rise. Castillians are famed for having hot tempers, and for placing a great deal on family lineage and bloodlines. Their duelists are some of the most feared in the world, and though they are rare, the massive hulking Castillian galleons can devastate whole fleets by themselves.
Albion, the Sceptred Isle: Once an enchanted island where history and fairy tale were the same, Albion has since become a rising empire at sea, and the main rival of Castille for control of the New World. While most of their colonies are far north on the mainland continent, Albion has taken several islands in the Antillean recently, and the sight of Albion Redcoats has become more and more common in ports and cities. A culture deeply divided between commoners and aristocracy, the Albion nobility have a deep sense of propriety and need for law and order, while the common people rally around tricksters and outlaws. Albion sailors pride themselves on their superiority at sea.
Vallé D'Or, the Realm of Lions: Once the cultural center of the Old World, Vallé D'Or has undergone incredible turmoil in recent years. Revolutionaries deposed their king and slaughtered the aristocracy, and in the ensuing chaos arose the mad conqueror Leon de Corsique, who now wages war across the continent. Vallé D'Or only has a single colony in the New World, the Château de Rêves, where the last surviving nobles and their Musketeers hold out in the hopes of returning some day. Vallé D'Orans are known for being romantics at heart, and for their innate sense of superiority.
Medicia, the Spider's Web: A complex networkof city-states rather than a unified nation, Medicia has no land holds in the New World, but still carries tremendous influence. Medician galleys are considered the fastest and best-made ships in the world, and thus Medician merchants wield great power in the shipping industries. While it is rarely mentioned in polite company, it is well known that many prominent Medician families are deeply involved in the Exchange, and are said to have networks of spies and assassins ready at all times. Medicians are often shrewd, suspicious to the point of paranoia, and keen for useful information.
Points of Conflict
The various factions, kingdoms, and enterprising individuals at work in the Antillean Sea often come into conflict, for a number of causes:
Treasure: The most obvious prize sought after by distant nations, local factions, and ambitious individuals is the fabulous riches found in the Antillean region. Several of the islands have rich veins of gold and precious gemstones in their mountains. There are rumors of even greater wealth in the mainland, even a Golden City deep in the jungles of the southern continent, but the dangerous wildlife and contentious relations with the mainland natives makes seeking these treasures a risky venture.
Artifacts of the Old Empire: A thousand years ago, the Empire of Aeternum spanned the Old World. Its collapse resulted in a centuries-long dark age where volumes of ancient knowledge were tragically lost. Recently, ruins of Aeternian colonies have been found in the New World, including artifacts of lost technology. These ancient mechanisms are not only worth a fortune, but can potentially provide tremendous technological advantages to anyone who can decipher their workings.
Treasure of the Lost World: Aeternian scrolls contain myths of a lost world even more ancient than the Old Empire, people who wielded magical powers beyond understanding. Curiously, the natives of the New World also tell legends of old gods and demons that lived in lost cities in the sea. Some of the more wild rumors suggest that relics from this mythical Lost World still exist, and that they can bestow power to the wielders.
Class and Oppression: Not everyone is interested in hunting long-lost riches, but are instead fighting against the injustices that occur every day in the New World. The aristocracy of the Old World kingdoms all exploit the poor, subjugate the natives, and keep slaves to toil under intolerable conditions. The divide between rich and poor is wide, and while many of noble blood see this as the natural order, many more have begun to fight against this exploitation.
The Church: While there are some people that hold to their old gods, most civilized people in Old World and the New worship the god Théus and his Prophets. Even within the Church, however, schisms have arisen and been the cause of several bloody conflicts. The dominant sect are the Vaticines, with the newer Objectionists rising in protest of the old Church’s excesses. In the wake of the devastating War of the Cross, the Vaticine Church has implemented a brutal Inquisition to snuff out heretics, overseen in the Antillean by the conniving Cardinal Ravache.
Dueling Schools: In a time and place where so much is settled by the sword, it's only natural that masters of the blade would set up their own schools, and that these schools would develop intense rivalries. These schools adorn their prized students' blades with a Mark to show their excellence and advertise their master's pedigree. The four Dueling Schools in the New World are Flynn (specializing in Albion sabre, Mark of the Hawk), Dumas (specializing in Vallé D'Or epée, Mark of the Lion), Montoya (specializing in Castillian rapier, Mark of the Bull), and Garibaldi (specializing in the Medician spada de lato, Mark of the Spider). Swordsmen with a school's Mark are often extremely proud of their school, and will fight other Marked duelists on sight purely as a matter of pride.
The Seventh Sea: There are six known Seas in the world, but there are many sailors who speak of another, not found on any map. A place where the sun and moon shine in the same sky, where a single day can stretch out into years, or a lifetime can pass in the blink of an eye. Most dismiss these tales as the ravings of salty old madmen who have spent too long away from land, but others take the claim seriously. Some believe it to be the domain of the god Théus, or the home of mythical fey or mer folk. Some claim it is the final port for ships lost at sea, or the home of the Lost Empire. Some say it is the door to other worlds, or the origin of Sorcery. Over the years, countless sailors have claimed to have sailed in the Seventh Sea, and countless more stories surround it. Some of them may even be true.
Character Sheet
A L I A S A L I A S
"Witty Quote"
C H A R A C T E R P O R T R A I T C H A R A C T E R P O R T R A I T
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Given Middle Surname _________________________________________________________ Age | Relationship Status _________________________________________________________ Affiliation(s) [If Applicable] | Nationality
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ ABILITY Abilities are characteristics that your character possesses which are considered extraordinary when compared to a standard human. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TOOL Tools are weapons or objects employed by your character to fight, defend, or otherwise augment their natural abilities. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SKILL A skill is a trained expertise or capability. This is something that your character has been to taught to recall or perform such as martial prowess or technological proficiency. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ TALENT A talent is a gift that comes from natural aptitude such as perfect pitch or natural athleticism. This is a boon a character has not had to develop necessarily in the same way others might have. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
A brief synopsis of your character's life, experiences and training before the RP begins. This is where you outline your vision for the character including any notable changes or differences from the regularly accepted canon. This should be a short summary that provides insight into where the character is in terms of their overall progress and development. You could also include any notable differences from the standard canon you've added to your character.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
As a player, what do you hope to accomplish and where do you want the character's story/stories to go?
What is the thing your character wants more than anything in the world- what would they fight, kill, or die for…and just as importantly why do they not have it yet?
All formatting originates via the work ofLord Wraith
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Piero "Duemorsi" Ladrocelli _________________________________________________________ 25 | Single (for now) _________________________________________________________ Order of the Spyglass (Loosely) | Medician
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ STUDIED NAVIGATOR Strangely, Piero is remarkably well-studied in the arts of astrogation by land or sea. He has a tremendous sense of direction, and is proficient in the tools needed to read any well-made map and guide any hapless souls or vessels where they need to go. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SPADA DE LATO AND MAIN-GAUCHE The signature weapons of a noted duelist, Piero uses a finely crafted Spada de Lato with a basket hilt and a matching parrying dagger in his off-hand. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ MARKED DUELIST Piero trained at a prestigious dueling academy in Northern Medicia, and his skills have not rusted since. Piero is the greatest living duelist in Bercentia, and aims to prove his worth in the contentious Antillean. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ AMBIDEXTROUS A rare skill, but one that has proven particularly helpful as a swordsman who employs the use of both hands. Piero has been known to change which hand grips which weapon in the heat of battle, just to throw an opponent off-guard. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
In Medicia, money is divine, and to make money is to commune with it. The greatest sin is to lose it. In those regards, the Ladrocelli family from Bercentia are true apostates. They were respectable, middle-rate merchants who often traded in maps and measuring implements, along whatever they could manage to export from the Antillean.
Piero was the first son of Lorenzo Ladrocelli, and was afforded the ability to engage his interests as he saw fit. He took a great interest in history and tales of the Antillean, reading a number of accounts relaying the folk stories and myths of the original inhabitants of the Novus Mundus. He took up marksmanship for a summer, sailing for a few others. His greatest passion, however, came in his love of the sword. He adopted the dueling style common in Bercentia: a side-sword in the main hand and a parrying dagger in the off-hand. Of course, merely learning and engaging in friendly duels with other aristocrats did not sufficiently abate this interest. So it was, Piero studied under a Medician dueling master for three years. He received a finely crafted spada de lato bearing a pommel depicting a serpent's head.
Over the next two years, the Ladrocelli family's mercantile business began to collapse. Business deals fell through. More well-established Medician families began to source finer wares from the new world. Established sailors were becoming too expensive. Eventually, Lorenzo and Piero had to take turns overseeing their family's prized Galleon, the Fiore Sulle Onde.
Lorenzo was the unfortunate soul to targeted by Black Sails six months ago. The pirates' reputation did not disappoint, but left Piero the inheritor of crippling debt and a mercantile business with no means of sourcing goods to sell. It is unclear if it was revenge, shame, guilt, or greed that drove Piero to gather what goods he could stuff into two large suitcases and ship off to Free Sail. He has sold most everything else his family owned, and has made his presence known in a few public duels. Yet, he is biding his time as he waits for the proper time to make his move.
Just like the snake he is.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
Piero's goals are simple: make money and look good while doing it... or die trying. He is a vain Medician merchant whose entire backing and support system has been ripped out from under him, and he aims to build himself back up. He bears the Mark of the Serpent, and is more than happy to prove himself worthy of the honor to any who would dare challenge him. Hell, these days, he would kill for a vintage Medician wine and good company. Of course, those are the motivations Piero is willing to admit to others (and to himself). Privately, he is mainly hiding from unpaid debtors left behind in Medicia an ocean away. He is also an admirer of arts and stories... and desperately wants to experience true adventure himself. He wants to discover lost treasures, or pluck them from the hands of those who have them already. He tells himself he wants to find relics so that he can sell them off to rebuild his fortune, but deep down he just wants to fully immerse himself in the stories he read when he was younger. Perhaps, if he is lucky, he can write his own stories to sell back home.
As a player, the plan is for Piero to be open for hire in the hopes of building capital to fund a treasure hunting expedition. He is always keeping an ear out for any rumors regarding relics or strange (and potentially supernatural) encounters. Much like Piero, I kind of want to go with the flow and see where the winds take him directly, with him weaving in and out of political maneuvering and shady deals. Piero has no love for the Castille, Albion, nor the pirates of the Black Fleet: he would be more than happy to take a detour where he gets paid to raise a little hell.
Characters can certainly have an impact on the setting. However, it still needs to be within the realm of possibility for an above-average human to accomplish, and altering the setting in a way that affects the way other people get to play is out of bounds.
A multi-chapter story about opposing a corrupt governor, gathering the resources and contacts needed to confront him, before eventually deposing him, would be a perfectly appropriate story arc. A single post where a PC immediately shoots all the world leaders and declares themselves king of the universe is not.
Likewise, when it comes to supernatural elements, searching for a magic item that heals wounds or reverses aging would be a great mcguffin to form a story around. Starting the game with a bauble that makes you completely invincible and gives you flight and super-strength and laser-eyes would render any conflict pointless.
Rising up in the ranks of a faction, working to undermine their leaders, and even gradually building a faction of your own are all viable plots. Completely hand-waving away any intrigue or struggle by revealing you have Dragonball powers and making the game about Kung fu ki-blast battles is not.
You can absolutely make a difference in the world. But the bigger the change you want to make, the more work it's going to be.
I think I've misjudged how much time I really have and thus can't take on a new RP at the moment, unfortunately. I might check in later, but I hope you all enjoy!
Characters can certainly have an impact on the setting. However, it still needs to be within the realm of possibility for an above-average human to accomplish, and altering the setting in a way that affects the way other people get to play is out of bounds.
A multi-chapter story about opposing a corrupt governor, gathering the resources and contacts needed to confront him, before eventually deposing him, would be a perfectly appropriate story arc. A single post where a PC immediately shoots all the world leaders and declares themselves king of the universe is not.
Likewise, when it comes to supernatural elements, searching for a magic item that heals wounds or reverses aging would be a great mcguffin to form a story around. Starting the game with a bauble that makes you completely invincible and gives you flight and super-strength and laser-eyes would render any conflict pointless.
Rising up in the ranks of a faction, working to undermine their leaders, and even gradually building a faction of your own are all viable plots. Completely hand-waving away any intrigue or struggle by revealing you have Dragonball powers and making the game about Kung fu ki-blast battles is not.
You can absolutely make a difference in the world. But the bigger the change you want to make, the more work it's going to be.
Ah, then in that case, I am ready to put in the work. Give me a few days to make a sheet.
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Piero "Duemorsi" Ladrocelli _________________________________________________________ 25 | Single (for now) _________________________________________________________ Order of the Spyglass (Loosely) | Medician
N O T A B L E A B I L I T I E S & T O O L S N O T A B L E A B I L I T I E S & T O O L S
A B I L I T I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ STUDIED NAVIGATOR Strangely, Piero is remarkably well-studied in the arts of astrogation by land or sea. He has a tremendous sense of direction, and is proficient in the tools needed to read any well-made map and guide any hapless souls or vessels where they need to go. -
T O O L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ SPADA DE LATO AND MAIN-GAUCHE The signature weapons of a noted duelist, Piero uses a finely crafted Spada de Lato with a basket hilt and a matching parrying dagger in his off-hand. -
N O T A B L E S K I L L S & T A L E N T S N O T A B L E S K I L L S & T A L E N T S
S K I L L (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ MARKED DUELIST Piero trained at a prestigious dueling academy in Northern Medicia, and his skills have not rusted since. Piero is the greatest living duelist in Bercentia, and aims to prove his worth in the contentious Antillean. -
T A L E N T (S) ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ AMBIDEXTROUS A rare skill, but one that has proven particularly helpful as a swordsman who employs the use of both hands. Piero has been known to change which hand grips which weapon in the heat of battle, just to throw an opponent off-guard. -
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
In Medicia, money is divine, and to make money is to commune with it. The greatest sin is to lose it. In those regards, the Ladrocelli family from Bercentia are true apostates. They were respectable, middle-rate merchants who often traded in maps and measuring implements, along whatever they could manage to export from the Antillean.
Piero was the first son of Lorenzo Ladrocelli, and was afforded the ability to engage his interests as he saw fit. He took a great interest in history and tales of the Antillean, reading a number of accounts relaying the folk stories and myths of the original inhabitants of the Novus Mundus. He took up marksmanship for a summer, sailing for a few others. His greatest passion, however, came in his love of the sword. He adopted the dueling style common in Bercentia: a side-sword in the main hand and a parrying dagger in the off-hand. Of course, merely learning and engaging in friendly duels with other aristocrats did not sufficiently abate this interest. So it was, Piero studied under a Medician dueling master for three years. He received a finely crafted spada de lato bearing a pommel depicting a serpent's head.
Over the next two years, the Ladrocelli family's mercantile business began to collapse. Business deals fell through. More well-established Medician families began to source finer wares from the new world. Established sailors were becoming too expensive. Eventually, Lorenzo and Piero had to take turns overseeing their family's prized Galleon, the Fiore Sulle Onde.
Lorenzo was the unfortunate soul to targeted by Black Sails six months ago. The pirates' reputation did not disappoint, but left Piero the inheritor of crippling debt and a mercantile business with no means of sourcing goods to sell. It is unclear if it was revenge, shame, guilt, or greed that drove Piero to gather what goods he could stuff into two large suitcases and ship off to Free Sail. He has sold most everything else his family owned, and has made his presence known in a few public duels. Yet, he is biding his time as he waits for the proper time to make his move.
Just like the snake he is.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
Piero's goals are simple: make money and look good while doing it... or die trying. He is a vain Medician merchant whose entire backing and support system has been ripped out from under him, and he aims to build himself back up. He bears the Mark of the Serpent, and is more than happy to prove himself worthy of the honor to any who would dare challenge him. Hell, these days, he would kill for a vintage Medician wine and good company. Of course, those are the motivations Piero is willing to admit to others (and to himself). Privately, he is mainly hiding from unpaid debtors left behind in Medicia an ocean away. He is also an admirer of arts and stories... and desperately wants to experience true adventure himself. He wants to discover lost treasures, or pluck them from the hands of those who have them already. He tells himself he wants to find relics so that he can sell them off to rebuild his fortune, but deep down he just wants to fully immerse himself in the stories he read when he was younger. Perhaps, if he is lucky, he can write his own stories to sell back home.
As a player, the plan is for Piero to be open for hire in the hopes of building capital to fund a treasure hunting expedition. He is always keeping an ear out for any rumors regarding relics or strange (and potentially supernatural) encounters. Much like Piero, I kind of want to go with the flow and see where the winds take him directly, with him weaving in and out of political maneuvering and shady deals. Piero has no love for the Castille, Albion, nor the pirates of the Black Fleet: he would be more than happy to take a detour where he gets paid to raise a little hell.
@AndyC Is there any religious mythology like the Catholic Church? Mostly im thinking of curses like'go to hell' or 'my god' .
The ersatz for the Catholics and Protestants are the Vaticine and Objectionists. Both are monotheistic worshippers of Théus, though there is a fundamental difference over interpreting the words and nature of Malkos the Redeemer. The Vaticines believe he was Théus's human-born son and that his descendants have divine blood. The Objectionists believe Malkos was Théus in human form, but that he left no physical trace of his passing. Vaticines place a great amount of emphasis on relics and ritual, while Objectionists place emphasis on internal purity. On the extreme ends, the Vaticines have a brutal Inquisition, and the Objectionists have strict and oppressive Purifiers.
In terms of devils and demons, both believe in a corrupting entity called Abaddon, though again there is disagreement over how the Dark One operates. The Vaticines believe Abaddon forces individuals to evil by possessing them with literal demons, which have their own names and hierarchies. Objectionists believe Abaddon operates through temptation rather than possession, that evil is a more abstract and internal corruption, and their Purifiers impose strict moral standards on their followers to resist the Dark One's influence.
Both believe each other are heretics, and the schism has led to several bloody wars. Castille and Medicia are primarily Vaticine, while Albion is mostly Objectionist. Vallé D'Or was mostly Vaticine before the Revolution, but the new Revolutionaries are hardline atheists (apart from a near-religious hero worship of their Emperor Leon de Corsique).
The ersatz for the Catholics and Protestants are the Vaticine and Objectionists. Both are monotheistic worshippers of Théus, though there is a fundamental difference over interpreting the words and nature of Malkos the Redeemer...
Characters can certainly have an impact on the setting. However, it still needs to be within the realm of possibility for an above-average human to accomplish, and altering the setting in a way that affects the way other people get to play is out of bounds.
A multi-chapter story about opposing a corrupt governor, gathering the resources and contacts needed to confront him, before eventually deposing him, would be a perfectly appropriate story arc. A single post where a PC immediately shoots all the world leaders and declares themselves king of the universe is not.
Rising up in the ranks of a faction, working to undermine their leaders, and even gradually building a faction of your own are all viable plots. Completely hand-waving away any intrigue or struggle by revealing you have Dragonball powers and making the game about Kung fu ki-blast battles is not.
@AndyC Is there a place to differentiate names and aliases?
In the left column, "Given/Middle/Surname" is where you put their full name If they don't have an alias, you can also just put their name in that section.