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Have you ever had a dream that you um you had your you could you’ll do you wants you you could do so you’ll do you could you you want you want them to do you so much you could do anything?
28 days ago
Current
Have you ever had a dream that you um you had your you could you’ll do you wants you you could do so you’ll do you could you you want you want them to do you so much you could do anything?
7
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3 mos ago
I've just come out of an existential eldritch hysteria induced nap and running on 6,000 years of sleep
5
likes
9 mos ago
I tap refresh and wait and see, a flashing note, a reply for me. No new posts, just the same old screen, yet still I hope for what might've been.
7
likes
10 mos ago
"He who has felt the deepest grief is best able to experience supreme happiness."
2
likes
10 mos ago
Looking for a few people to help create a shared sci-fi universe. If that sounds fun, drop me a PM!
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Bio
Hadn't updated this in a WHILE so I deleted it. I'm Ducksworth, or Duck, or Duckie. PM if you wanna know more, yeah?
Two tattoos: - 'Rwyt ti wedi gwneud digon' tattooed on left shoulder blade - 'Byth digon' tattooed on his left hand, near the base of his thumb
Personality: Edric Blake is a man carved by labour, not glory. He speaks in short phrases, works long hours, and trusts actions over any kind of oath. His loyalty is hard-won, but once earned, it's ironclad. He doesn't waste words, not because he's unfriendly, but because he doesn't believe in beating around the bush. You'll know where you stand with him, and if you don't, he's more than happy to show you.
He's the type to fix a sail with his bare hands while runs from his knuckles, or to quietly finish someone else's task without ever claiming credit. His presence among the crew is solid and grounding. Even if you're not his friend, he's someone you can rely on. When the storm hits, when the ropes snap, when the captain calls for boarding, it's Edric at the front.
On land, he feels heavier. Less alive. The sea to him makes sense, the endless work, the wind and salt, but the land asks questions he doesn't know how to answer. So he rarely takes shore leave and when he does, or is forced to, he'll drink, fight and wander until the tide pulls him back.
He's not soft but he'll happily break his back for the crew before he breaks their spirits. When he gives an order, it's not to throw weight, but to keep them alive and they know it. He'd never ask anyone to do something he wouldn't happily do himself.
Role on Ship: Boatswain- Senior deck officer responsible for the rigging, sails, anchors, tools, and physical upkeep of the ship. Oversees deckhands, ensures the ship is seaworthy, and leads boarding parties during combat.
Fears: He says he doesn't care, but he does. His tattoo, Byth Digon, is more than a memory. He fears failing the crew, being too slow, not strong enough. He works until his bones ache because he's terrified of stopping and realising he's just a man.
History: Born in a coastal village in Pembrokeshire, Southwest Wales, called Porthgain, Edric Blake grew up with the scent of salt in his lungs and calluses before he could write his name. His father was a shipwright, his mother a quiet woman whose mind began to fray long before her body did. Edric spent his youth repairing roofs, hauling nets, and learning how to fix what others broke — both in the home and on the docks.
By twelve, he was the one holding the house together. His father’s health had failed, the coin dried up, and his mother no longer remembered what day it was. Edric cooked, worked, patched holes, and bartered labor for scraps — never asking for help, and never expecting any.
At fourteen, with the roof sealed and the cold creeping in, he stood at the door with a satchel and a decision. His mother, watching the fire, smiled softly and said, “You’ve done enough.” He answered without turning. “Never enough.”
She died while he was gone. He didn’t find out until a year later.
He signed onto a merchant brig bound for Bristol under a false name. For a while, the work made sense — rigging, hauling, watching the coast change with each tide. But war has no interest in peace, and it wasn’t long before his crew was pressed into the Royal Navy by force.
He endured. Did his job. Took orders until the wrong one was given. He refused to lash a boy half-dead already. It earned his a length of chain, ten lashes, and the red-hot brand seared into his ribs, low on the left side. The iron left a deep ‘R’ burned into him, a mark for refractory conduct. They branded him for disobedience. He wears it like a mark they failed to make deep enough.
He deserted not long after. Slipped away in the chaos of a storm. Drifted from ship to ship for a few years, choosing jobs that paid and captains who kept their voices low. Eventually, he found the Gunpowder Storm, and for once, he stayed.
Now Boatswain, Edric commands the sails, oversees the rigging, and leads the crew in the ship’s bones and heartbeat. He works without complaint and fights without hesitation, first over the rail when boarding steel bites, always with the weight of iron and memory behind his swing.
Likes: - Leading a good shanty - Salt-cured meat - A strong storm - The call of 'gulls in the morning - the sound of the sailcloth catching the wind - whistling
Dislikes: - Idle hands - Half-done work - Being called 'sir' - Drunken recklessness
Quote: “There's rest at the end of that rope, boy, not halfway through it!”
Character Concept: Apprentice Wizard with no Master
Physical Description: A young man in his early twenties with a disheveled kind of charm, too little shirts and too many ink stains, always carrying a messenger bag bursting with notebooks and scraps of spell diagrams. His hair looks like it hasn't been brushed for a week. He walks with the quiet weight of someone grieving something still achievable. A small black-and-white magpie often follows him, perching on lamp posts or bookcases.
General Background: Recently apprenticed to Master Elandros, a reclusive and respected wizard of Corvus Bay, Emrys was just beginning his formal training when Elandros was killed in the bombing of the Tem Tower. By magical law, apprentices cannot be claimed by another once bound, even in death. Emrys is now forced to self-teach, still legally an apprentice but without guidance, left to decipher old grimoires, the house wards, and all the half-finished theorems.
His one major success, and the final act before the bombing, was the summoning of his familiar, Quill, a magpie formed of the magic realm ‘Thamyr’. Through their telepathic bond, Quill acts as both a confidant and a tether to deeper magic.
The house is filled with animated domesticity: brooms that sweep when pointed at, tea kettles that whistle and pour on cue, pages that turn themselves. But all these are only ‘Thren’ magic, the innate magic. Real power lies in learning to call on the Thamyr, and Emrys is only just beginning.
Powers: Thren Magic (Practical Magic): Subtle, intuitive spellwork that manipulates the mundane world. Lighting fires, cleaning rooms, fetching books, and other household wonders come naturally. Requires no ritual — just intent and gesture.
Thamyr Magic (True Magic): Rare, potent magic drawn directly from the Thamyr — a realm outside time and form. Used for summoning, warding, healing, and more. Requires effort, focus, and carries risk.
Familiar Bond (Quill): A telepathic link to a magpie familiar made of the Thamyr. Quill cannot speak aloud but can communicate clearly via their bond. Clever, curious, and occasionally sharp-tongued in thought.
Apprentice (Masterless): Emrys is still recognized by magical society as a legal apprentice. He cannot be claimed again and must meet all requirements on his own. To advance to Adept, he must pass the same Trials as any fully trained apprentice.
Fear: Being forgotten. That his master’s death will be the beginning and end of his story — just another failed apprentice who never got to be great.
Desire: To prove that even alone, even from nothing, he can become a true wizard. Not to replace his master’s legacy, but to earn his own.
Finally got this idea put together. Lemme know if it needs tweaks!
Name: Emrys Aeron
Character Concept: Apprentice Wizard with no Master
Physical Description: A young man in his early twenties with a disheveled kind of charm, too little shirts and too many ink stains, always carrying a messenger bag bursting with notebooks and scraps of spell diagrams. His hair looks like it hasn't been brushed for a week. He walks with the quiet weight of someone grieving something still achievable. A small black-and-white magpie often follows him, perching on lamp posts or bookcases.
General Background: Recently apprenticed to Master Elandros, a reclusive and respected wizard of Corvus Bay, Emrys was just beginning his formal training when Elandros was killed in the bombing of the Tem Tower. By magical law, apprentices cannot be claimed by another once bound, even in death. Emrys is now forced to self-teach, still legally an apprentice but without guidance, left to decipher old grimoires, the house wards, and all the half-finished theorems.
His one major success, and the final act before the bombing, was the summoning of his familiar, Quill, a magpie formed of the magic realm ‘Thamyr’. Through their telepathic bond, Quill acts as both a confidant and a tether to deeper magic.
The house is filled with animated domesticity: brooms that sweep when pointed at, tea kettles that whistle and pour on cue, pages that turn themselves. But all these are only ‘Thren’ magic, the innate magic. Real power lies in learning to call on the Thamyr, and Emrys is only just beginning.
Powers: Thren Magic (Practical Magic): Subtle, intuitive spellwork that manipulates the mundane world. Lighting fires, cleaning rooms, fetching books, and other household wonders come naturally. Requires no ritual — just intent and gesture.
Thamyr Magic (True Magic): Rare, potent magic drawn directly from the Thamyr — a realm outside time and form. Used for summoning, warding, healing, and more. Requires effort, focus, and carries risk.
Familiar Bond (Quill): A telepathic link to a magpie familiar made of the Thamyr. Quill cannot speak aloud but can communicate clearly via their bond. Clever, curious, and occasionally sharp-tongued in thought.
Apprentice (Masterless): Emrys is still recognized by magical society as a legal apprentice. He cannot be claimed again and must meet all requirements on his own. To advance to Adept, he must pass the same Trials as any fully trained apprentice.
Fear: Being forgotten. That his master’s death will be the beginning and end of his story — just another failed apprentice who never got to be great.
Desire: To prove that even alone, even from nothing, he can become a true wizard. Not to replace his master’s legacy, but to earn his own.
Hadn't updated this in a WHILE so I deleted it. I'm Ducksworth, or Duck, or Duckie. PM if you wanna know more, yeah?
<div style="white-space:pre-wrap;">Hadn't updated this in a WHILE so I deleted it. I'm Ducksworth, or Duck, or Duckie. PM if you wanna know more, yeah?</div>