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"The old ways are our ways. They and we die hard."


Name: Balder Goldenwood

Nickname/Alias/Title: The Fighter/Old Man

Sex: Male

Age: 58

Race: Human

Occupation: Heavy Gunner & Weapons Master/Trainer

Past: Balder was born and immediately pushed towards a career as a warrior. Standing at around six feet tall while still a boy, he would eventually grow another half foot still, his wide-shouldered frame ornamented with thick, corded muscles. Not an unattractive man, Balder always looked more rugged and manly than handsome. His strong jawline and wide nose appropriately matched a thick barrel chest and bear-like limbs. His ferocious personality was mirrored by wild, flowing hair and a low-hanging mustache, both as golden as his namesake would suggest.

A veteran of many battles, Balder's greatest test came at a much more personal level. Still a young man with less than three decades under his considerable belt, Balder was presented with a child of no less than eight years by one of his lovers from the seemingly distant past. By all appearances, this young boy was his son, there could be no doubt about it, but Balder was in no position to be a father, especially to a boy who had already lived nearly a decade without his father in his life. He would give it his best effort at parenthood, but, despite huge sacrifices of time and energy that virtually derailed his military career, months and months spent apart due to the inevitable callings of war widened the rift between father and son. The boy would eventually grown into a passionate, determined young man – much like his father – but with a calling much different than Balder's. During one of Balder's military campaigns, the young Goldenwood would become infatuated with a certain sect of religious zealots and leave his family home without anything more than a short letter.

Balder couldn't understand his failings at the time, and so he chose to avoid them altogether by dedicating himself fully into his bloody craft. He had lost much by attempting to divide himself between two different responsibilities, and for awhile he became lost. He often attempted to find himself in what proved to be a faithful source of courage and friendship, the double edged sword that is wine, whiskey, and ale.

Present: Just as alcohol gives courage to warriors before battle, so too does it dull the passage of time for those same warriors. No longer the powerful, explosive warrior of his past, Balder has acquired a few layers of fat over his years of muscle – his thick barrel chest now featuring a sizable gut. Though his long, flowing locks have long since left his cranium to be replaced by wrinkles, his mustache thankfully remains intact (though what was once blonde is now a distinguished white). His deep brown, squinting eyes still remain their twinkle, and his large hands have maintained their calluses.

Despite the apparent effects that aging has had on him, Balder's priorities have remained constant. He still protects those around him with his weapons and with his instruction. From martial training to instructions about artillery safety, Balder hopes that he can impact the people he cares about and ensure their continued existence long after his old bones lie down for the last time. Though he will always struggle to admit it to himself, his protective nature is a response or substitute for his paternal instincts, instincts that he would have never expected to surface.

Future: Balder has accomplished much in his life, and, though he never aspired to be the legendary warrior that his earlier year might have hinted at, he is relatively satisfied with his career. He is now primarily interested in passing on his knowledge and continuing making sure that he looks out for those whom he takes under his wings. This selflessness comes easily to Balder but at the cost of his own mental well-being. Though he has always found fraternity in his companions and pupils, Balder continues to realize the implications of his missed opportunities at creating a family. He is proud of the wisdom and martial prowess that he is able to pass on, but that is no substitute for an impact of flesh and blood. Any thinking focused on the future inevitably leads to a reminder of his own mortality and of the fact that everything he has made can be too easily swept away.

Skills: Balder is a master of many weapons and proficient at more. Though he prefers to fight with heavy weapons like claymores, plançons, and battle-axes, he is more than passable with light, one-handed weapons like smallswords, dueling sabres, and rapiers, utilizing a heavy armguard or buckler in his off hand. Because of his experience in different infantries during his younger years, Balder has a basic knowledge of various polearms (halberds, partisans, ranseurs), shortspears, and tower shields.

As far as ranged weapons go, Balder's specialty lies with rifles over handguns due to his belief that every ferrum bullet – no matter the size – is only valuable if it hits its mark. The added points of contact with the shooter's body and ease of sighting and their added accuracy are especially invaluable to warriors rapidly losing their speed with age.

Balder is invaluable aboard ships in the operation of artillery, for he can be an efficient one man crew or he can orchestrate multiple crews of gunners operating multiple cannons. In under five minutes, Balder can have a cannon cleaned of all remaining ferrum and sparks, loaded and rammed with a ferrum crystal base and alumen-enforced steel shot, and ignited with more, unstable ferrum. In his years aboard ships, he has been experimenting with different kinds of shots specially designed for any circumstance.

Strengths: [Attack; Intelligence]

Though not as strong as he was in his younger years, Balder is still extremely deadly when he attacks. With a wide range of weapons and techniques, Balder pairs years of training and wisdom with his natural brute strength.

As a result of a lifetime of hard training and practical experience for that training, Balder has stocked a library of tactical information. He was not born with any particularly special level of intelligence, but he is sharp and practical. This mind is augmented with a wisdom that comes only to those who have, not only decades, but also trying experiences and hard fought triumphs behind them.

Weaknesses: [Dexterity; Willpower]

It is only natural for bodies that have been moving for almost six decades to begin to slow down. As a larger man, Balder was never the most nimble or agile, and this weakness has only been accentuated by hard years. From cartilaginous breakdown and loss of elasticity in his knees and ankles to a heavy accumulation of body fat and loss of calcium in increasingly fragile bones... Balder would just say that his best years are surely behind him. You surely won't see him on the dance floor – or hope you won't.

Spending much of his life around those (from soldiers to other old men) who do nothing but encourage his vices has had its impacts on Balder's own willpower. To cope with the gradual loss of his martial prowess – something that has defined his entire life – Balder has made a habit of turning to the bottle. Though his aging organs are less and less able to handle the alcohol, Balder continues to increase his intake. He desperately wants to live in the present, for thoughts of the loss of his past and of his non-existent future are things he is determined to avoid.

Equipment: Balder's arsenal consists of a multitude of weapons, but he usually looks toward a specific few: a heavy, steel plançon à picot (sturdy shaft under a heavy metal cylinder, lined with rows of four spikes and featuring a larger spike on top), an iron cutlass (thicker and shorter than a sabre or a rapier and with a heavy metal hand guard), a buckler (for his off hand when wielding the cutlass), and a flintlock rifle (a piece of flint, held by a set of jaws, can be sparked by a small hammer released by a trigger and a frizzen, uncovering the ferrum-containing pan – the production of actual flames in the firing mechanism unleash powerful ferrum rounds).

For operating heavy artillery, Balder utilizes a sponge/sacatrapos hybrid to clean the barrel. An alumen-enforced ladle and rammer load the alumen/steel shot and the ferrum crystals, and a linstock with unstable ferrum finally lights the cannon.

What other characters would know: N/A
[Zap!]

Name: Alexander Van Williams
Nickname/Alias/Title:
Sex: Male
Age: 24
Race: Human
Occupation: Pirate, Outlaw, Killer, First Mate.

Past: Alexander hails from Adelost, the eldest son of Guilders. His upbringing was normal, if a bit disappointing for his parents. Constantly running into trouble in school for fighting, Alex's natural inclination towards violence would have made him into a career soldier should Adelost's military been more than a token force.

Alexander would eventually take to the streets as his parents would disown him. His siblings were actively pursuing the family business. Which was excelling in school, and graduating to work on Caith to advance all of civilized life with technology. Instead, Alex was stealing from stores to survive. Left with few options, Alex stowed away on the Aleph Null at 17. Given a "Light" sentence of lashes and no pay for a year to earn his place on the ship, Alex has worked hard to make sure his worth isn't questioned.

Present: Alexander overtime has worked his way up to First mate, if for no other reason that being one of the longest surviving members on board the ship. Alex likes to think its his personalty serving as a good offset to Grady's. Alex is a kind person, usually. Especially to those that are good to him. Members of the crew who pull their own weight will find an ally in Alexander.

Members who come to Alex with talk of mutiny after given a rum ration, because Grady tore their bunk apart in rage, will find a summary execution. Alexander's kindness is not weakness. Alex is capable of brutal violence in an instant, often maiming security personal who attempt to fight on the luxury liners that serve as the crew's primary targets.

Alex is a gunslinger and looks all the part. He wears a buttoned up shirt with the sleeves rolled, and a vibrant green vest on over it. Across his chest is a bandoleer of ammo and a brace of pistols. Slung across his back is his rifle. Holding up his khaki colored pants is another belt, this one with only a single pistol and a sword on his hips. He wears a red bandana and brown animal skin boots.

Alex is 5'11, and always looks just a bit underfed from his days as a streetrat, never quite gaining all his weight. He wears his blonde hair long, and will usually go a few days without shaving.

Future: Alexander's goals are generally shortsighted. Eat tonight. Drink tonight. He entertains the idea of running his own ship one day, or taking over Grady's position once he retires, but Alex entirely content with his current position.

Skills: Alex is lethal in all combat, but prefers to shoot. He doesn't take a leadership role in combat, but focuses more on morale, shouting insults at the enemy, or bolstering the crew's morale. He makes for a passable leader that can keep the ship aloft when Grady is busy, or off the ship.

Strengths: [Attack; Charisma] Alex is a natural born killer, and didn't become the first mate by being a pacifist. He is deadkilly in all forms on combat but makes his case strongest with ranged weapons used at point blank range. Where Grady is the driving force of the ship, Alex goes around repairing the relationships and morale of the crew. If Grady is bad cop, Alex is good cop. Make no mistake, Alex's entire faith and devotion are to Grady, but he knows that a stern hand isn't the only way to handle the crew. And if they're still upset, alcohol rations always work.

Weaknesses: [Defense; Perception.] Alex's entire combat style relies on not getting hit. His perception lacks because Alex often either doesn't care to notice things, or he's drinking.

Equipment: A brace of "Mancrusher" pistols; two firearms modified to always discharge the entire ferrum payload. A Single "Pepperbox" pistol. A Sabre on his hip, and a long knife as back up. A Bolt action operated "Lightning" rifle completes his small armory. The rifle is usually left in his small room, but if he has time to get it for a boarding action, he will.

"You get the chicken by hatching the egg, not smashing it."

Name: Wilton 'Wilt' Grady
Nickname/Alias/Title: "Iron Mad" Grady; Sarge; Captain
Sex: Male
Age: 44
Race: Human
Occupation: Sky Captain of the Aleph Null

Past: Wilt was born and raised in a farming village called Little Colby, days west of a small town days west of a small city days west of anything you'd recognize marked on a map. Little Colby was locally known for its apple orchards, and once a year its Harvest Festivals would see farmers and villagers from near round gather to celebrate a successful season with barrels of applejack, pies, cheeses and sweets. Aside from the occasional farmer getting drunk off too much applejack there was never much call for law, which meant that Wilt's father, the village lawman, had plenty of time to teach his son. Not only how to use caith artifices like firearms, and other skills a lawman needed, but more importantly how to read and write; how to question what he heard; judge men by their actions; and how to stand for what he believed in and make his word count.

So at twenty-four when the recruiting officers came by looking to enlist able-bodied men for the Sorrowars - when the inscrutable Gygr people descended from their mountainous homes and ransacked half an empire - Wilt was still young enough to long for the adventure of war, and educated enough to be made an officer. The next year his training developed further as he learned to read terrain, read maps, learn the skirmish tactics the Gygr favored and how to counter them. As a Sergeant he spent four years leading a team of men, learning to enforce discipline, how to use his men effectively while building the right crew for any given job. He also saw how little his men were paid, under-equipped and overworked. Saw his superiors continue to underestimate the enemy, continue to replace the seasoned officers and generals with noblemen who saw the war as a way to advance their interests in the court.

At thirty, nearing the end of the Sorrowars, Grady's unit was placed under the command of another wet-arsed nobleman who hadn't seen any fighting save through a pair of oculars or as tokens moving on a battle map in his officers' tent. Despite hostilities winding down, the officer demanded to lead a raid through Gygr territory, taking Grady and 20 of his men beyond the established perimeter at night. Only four soldiers returned the next morning, with neither Grady nor the nobleman among them. The tale was told about the men being ambushed, surrounded, yet exhorted to fight on by the officer even as Grady called to fall back and regroup. After the battle, with 14 dead soldiers and only three giants to show for it, Grady snapped, beating his CO to death with his bare hands before abandoning his surviving men.

Present: Grady has spend the last fourteen years on the seas and skies of Oceanica, going from swabbie to eventually captain of his own vessel, the Aleph Null. As captain he prefers to go after cruise ships, luxury yachts and other high-end prizes. He says it is for the easy payoffs, even if the scores are fewer and farther between than some would like, but deep down he is simply continuing his fight against the noble class that in his mind butchered his men and caused him to abandon his duty and disgrace his family. He is a bitter man - he has always seen himself as better than the pirates he works with and now leads, and the shame and impotent rage warring within him have hollowed him of his nobler attributes. He is still a good leader with a smart tactical mind, especially for skirmishes and ambushes, and he believes he has the loyalty of his crew, which he tries to run with a military air.

Grady is a large man, though not exceptionally tall at 6'0" he has a hulking frame - wide shoulders, strong back, thick limbs and large hands. He wears his graying hair long and loose, but keeps it trimmed, along with the neat beard he maintains daily. He still wears the trenchers uniform of his officer's days, though all military insignia have been removed. Knee-high leather boots, dark trousers held up by braces, buttoned shirt and high-collared coat, and the thick knee-length trencher's coat of dark gray. The nickname he earned as an officer, "Iron Mad" Grady, refers to his penchant for wearing two firearms and two trench knives at all times.

Future: Grady's current aspirations are to continue his one-ship vendetta against the noble classes, and insulating himself in his mind so that it is his ship and his crew against the world. In his more private reflective moments he longs for the family life his father had - a simple honest job in an upstanding community, a loving wife and doting children.

Skills: Grady is a skilled soldier in both hand-to-hand fighting and some ranged weaponry. He has a good mind for small-scale tactics although he trusts his Sailing Masters to make the right choices in combat, because he tends to focus more on the man-to-man fighting than ship-to-ship. He is good at training, leading, and promoting skilled people around him. In fact, although sky pirates have no organization beyond sailors sharing stories at bars in Havenstad, word-of-mouth is that if you've worked with Grady for long you can find work on any ship in Oceanica.

Strengths: [Attack; Intelligence] - Grady likes to hit hard. Whether with his fists, his ship's cannons or with his words, he goes with everything he's got and trusts his actions to start and end fights quickly. That being said, he's smart about when and where to fight - it's hard to catch him off guard or force him to fight unless conditions are favorable.

Weaknesses: [Dexterity; Charisma] - Grady moves well for his size, but he is by no means the nimblest of sailors in the skies, and he doesn't have the sky legs that most of the men born to the life have acquired. Grady thinks he has his men's trust and loyalty, but if he does it's because of his skill and fairness, not because of his politeness. He is hostile and bitter, demands a military excellence from all around him, and has bouts of rage where he'll find someone to dress down and punish for little reason.

Equipment: Two pepperbox pistols - firearm artifices that deliver six ferrum bolts or a single discharge per crystal. Two trench knives, which combine blade and brass knuckles in one. He rarely takes it with him but keeps on ship a blundergust - a stannum artifice that delivers a high-powered blast in a wide area, effective at short range.

What other characters would know: His clothing and weaponry mark him as a trencher, one of the front-line soldiers and officers in the Sorrowars. It is unlikely that anyone knows more about his history, although his murder and desertion charges would be public record for any who could access it.


The High Skies above Oceanica
------------------------------
1st Septimo 1759


13,500 feet above Allevent, the cloud systems that leave the Streċċan Seas in nigh-perpetual storm coverage finally break and reveal the clear sunny skies of a balmy summer afternoon. Below this layer, known as the inferieur line but referred to by many simply as 'the chop,' heavy rainstorms and high winds buffet the waters and islands of Oceanica, forever making crossing by sea a dangerous undertaking. For centuries ships have made that journey from one continent to another, stopping in the island archipelago system of Oceanica for repairs and resupplies as needed, and for centuries the pirates of Oceanica have preyed on these shipping lines. With the advent of airships merchants and passengers can journey in relative safety above the inferieur line, increasing the profitability of both trade, and of plunder.

The Aleph Null, a Brigantine-class airship, cut a trim line through the chop as it sailed west across Oceanica, its distinctive narrow hull a quarter submerged in the gray swirling masses of the thunderclouds below. Although the sky engines that power airships' flight run on the wind caith stannum, they also require significant cooling in the form of vivum, the water caith. Whereas the stannum must be of the utmost stability and quality and necessitates the use of large, refined crystals housed in the sky engine, the vivum coolant need be little purer than the free caith abundant in the atmosphere, which is why airships skim along the chop, like sailing vessels across the waves. Intake vents along the ribbed wooden hull run vivum and water particles through to the engine room before releasing the heated exhaust from the aft in a plume of white steam. The higher the sky engine's output the more coolant needed, the lower in the chop the airship therefore flies, and the greater the turbulence it experiences. With its sleek profile the Aleph Null required less coolant even at its higher speeds, and sitting high in the chop it encountered little more buffeting than a steady roll back-and-forth, with an occasional thump as it broke through rough patches.

Its sails shimmered white in the afternoon sun - not the canvas of old but an expensive cloth called ventus, made to capture not wind but free stannum, piping the caith down the ship's twin masts to help charge the sky engine's pure crystals. Although not only too expensive but also too inefficient to provide all of the energy required to change altitudes, unfurled ventus sails allowed airships to coast at a given height with little depletion of their stannum crystals, and are therefore most often seen at the cruising height of the inferieur line.

Unlike the open waters of sea travel, airship navigation is rarely a direct matter of A-to-B. With cumulus clouds dotting the skies like small island coves, and large plumes of cumulonimbus clouds towering tens of thousands of feet higher than the inferieur line, ships generally choose to navigate around such structures. Not only are changes in altitude costly, but even cutting through these structures is quite rare, as ventus sails risk being torn unless drawn in, and the risk of the Caithness encountered in the skies drastically increases in these hidden pools and eddies.

------------------------------


A cutting southerly wind raced over the portside railing and swept right through Grady like his trenchers coat was a bullfighter's red cape. Despite his wide frame he staggered a step or two before reaching the small alcove around one of the main deck's ladder, this leading to the middle deck, recessed within the hull of the ship and protected from the elements. He moved through the hallway toward the back of the ship, shoulders nearly brushing either side, ducking slightly beneath each evenly-spaced bulkhead. The infirmary was the aftmost room on this deck, one deck below the Great Cabin, itself just beneath the navigation room. Grady entered without knocking, merely thrusting the door open as though testing the hinges' damage threshold. He ducked his head in to look around and find the ship's doctor, Vylmor Octavius. "Your man had better know what the fuck he's talking about, Doctor," he growled, referring to the informant that had them trawling in this part of the sky for the last two days. Despite being the ship's doctor there was more to Vee than gauze and gangrene - the man seemingly and inexplicably had connections throughout Allevent, none with reputations befitting a doctor's sterling image.

Despite his grumbling Grady knew the doctor's information was usually good, but for whatever reason he liked to poke his head in and badger the man regardless, with this being the fourth or fifth such instance since they began cruising this patch of clouds yesterday morning. That was generally how it seemed to be - if the captain sought you out to curse or threaten then you were probably in his good favor. Those he either didn't seek out, or those he maintained perfect civility with, were likely the ones currently operating under his displeasure.

"Find that d'Arrowen girl too, and keep her with you during the battle. If you need help treating anyone, need supplies, whatever, have her take care of it. Just keep her underfoot, yah?"

After hearing the doctor's reply, and maybe throwing another threat the man's way, Grady would close the door behind him and turn for the nearest ladder. As he made to climb down, a runner peered around the corner and spotted him. "Message for you from Ms. Rennway, Captain," the lad said as he approached. "Yah?" Grady asked, still halfway down the ladder. "Report to the navigation room, sir." Grady sighed as he went to climb upward again, when a sudden jerk in the ship's hull nearly made him lose his footing. The runner stumbled too, as the ship lurched and dropped before rising again, like a bronco bucking its rider. "Fucking Kisaki!" he shouted before leveling his glower back at the runner. "Find First Mate Williams, tell him to meet me in the navigation room in..." he contemplated how long it would take to throttle Shinrei Kisaki, his Master Wright. "Five minutes!" With that he slid the rest of the way down the ladder and headed once again to the back of the ship, this time on the lowest deck, where the engine room was located.

"Report!" he barked as he ducked into the crowded engine room. The sky engine took up virtually all of what had originally been the brig and magazine galley, and the vents, pipes and cables feeding into its heart ran along the floor, walls and ceiling of the deck like the ivy of some overrun manor. As he listened to his engineer Grady bent down to peer at the stannum chamber, glowing orange through the small thick glass window with a brightness that made him squint. He rapped a knuckle lightly against the pane. "We could be going to battle any minute now - I don't want this bitch hiccuping on me again, yah?" He didn't add that it was his own fault the sky engine was 'hiccuping' - for the past two days he'd told Rennway to keep the Aleph Null as high in the chop as possible, to reduce their steam plume wake and minimize the risk of detection. Add that to trawling slowly in a vessel not meant to idle this long and a sky engine not drinking enough coolant because of their pace and it was a wonder the ship hadn't fallen from the sky yet. "Just keep her flying!" he'd order at the end of the conversation before turning and striding back out the door.

On his way back to the quarterdeck where he'd find the navigation room, Grady ran into his Master Gunner, Balder Goldenwood. "You got your end squared away old man?" he asked as he clapped the huge man hard on the shoulder in greeting. "I don't want just any broke-dick sailor running aboard now; I want a small crew of your best, led by you, yah?" It was something they'd already gone over, numerous times since leaving Havenstad for this mission. The boarding party was to be half the fighting crew of the Aleph Null, some twenty-odd men, led by Grady and Williams. Their goal was to keep the deck clear and the defending forces occupied, while Balder led a smaller team belowdecks to find the prize the doctor's informant had called out.

"And make sure you take Latvanen with you," Grady added as he strode down the hallway for the ladder. He wondered who else, aside from Marko Latvanen, the Master Gunner would round up for his team. That mute son-of-a-mare Lasrach would be a good choice provided they didn't wedge themselves shoulder-to-shoulder trying to walk down a hallway together.

Grady continued on his way up to the navigation room, addressing sailors as he passed. Although Williams had briefed the crew on the battle plan even before they broke the chop leaving Havenstad, and everyone knew their respective roles, Grady made sure everyone was able to quickly declare their directions by getting in their face and barking questions at them. He needed to know they could remember their orders even under the stress of pitched battle, and the closest way he could simulate that without unloading his firearm at their feet, was to snap questions out and see how quickly they responded.

Finally back on the main deck and heading toward the quarterdeck where the navigation room was housed, Grady stopped to scan the horizons. The chop stretched out before him as far as the eye could see in all directions, a uniform gray bleakness save where it was broken up by the massive 'anvil' cloud towers that stretched seemingly to the heavens, so large that they cast their own shadows on the sky floor below. With the sun directly behind one such tower Grady strained his eyes to peer into the swirling mists backlit by the sun's brilliant rays. He wondered if any of the roiling shapes he saw flickering within were Caithness.

Like so much of navigating these skies, skirting along these cumulonimbus towers was all about walking a fine line - if you got close enough you could use the towers to mask your own exhaust wake and reduce detection; but too close and you tempted any possible hidden Caithness within to pounce. Caithness large enough to take down an airship like the Aleph Null were quite rare - legendary in fact - but smaller Caithness could still rip through your ventus sails, damage your navigation instruments and of course snatch up any exposed sailors on the deck. That's why it was important to have the best navigator in the sky aboard your ship - it was more than just plotting lines and setting courses; the best ones could read the clouds at a glance, could track another ship's wake while burying their own, and spoke of the sky like it was an old friend, a bitter enemy and their one true love all rolled into one. He'd have to ask Octavius if there was a Folkl word for that.

"Captain on the deck!", the runner from earlier announced when Grady closed the door behind him. The navigation room sat squarely above his Great Cabin below, but while his Cabin held room enough for his private quarters as well as his officers' mess area and war room, the navigation room was a single open expanse, all four walls made of glass panes that the swabbies mopped daily. Flight controls, maps, star maps, astrolabe, observation equipment - all it needed was a cot and a chamber pot and he knew his Sailing Master would never leave.

"Ms. Rennway, report," he said, coming to stand at just to the right of the helm beside her, hands clasped loosely behind his back as he scanned the skies once more. According to the doctor's informant, their target would be on a course through this section of the sky today. They'd been trawling slowly through the chop since yesterday, and although Grady wouldn't admit it he was starting to get a little restless. 'Hurry up and wait' had been the army motto during the Sorrowars, but nearly twenty years later it seemed he still hadn't developed an old soldier's patience.
An overview of the world of Allevent, where our rp takes place. It is a land of abundant magic, various races and many exotic flora and fauna.


The lifeblood of Allevent; the pure essence of creation/destruction.


The various forms in which caith may be found, and their general uses.


The most dangerous of monstrous flora and fauna that roam Allevent.


The magic-users of Allevent, and a quick guide to their abilities.


The various playable races of Allevent. Please feel free to PM me if you have a race that you would like added.


Some of the major cities created so far. This will grow as we venture out and build on this world together. Again, PM me with ideas!


A sheet of characterness. If you have anything else you want to do, feel free to use a different template.


A few extra things that don't belong elsewhere. Just world-building for the sake of world-building:)


FROM THE RP:

Current and completed missions. Can't wait to see this one grow!


A list of the Caithness the party has fought - and hopefully beaten! PM me with your own ideas to add.


A list of the tools and technologies we encounter. Lemme know what you want added!


I think you guys get the idea of these lists by now... :)
@knighthawk If you're looking for any feedback, I prefer the Elfe to the Deor, only because I think having a mute character might be too restrictive. Unless you're looking to play both?

@November Orphaned thief sounds cool - can't wait to see it!

@kimiyosis So sorry, I didn't notice the dropdown box for the creature you posted earlier... Just saw it now - awesome creativity!

Here are our current posted characters:

Ship's Captain, Wilton Grady - An ex-soldier on an aimless path for a vengeance that doesn't exist. [Isengrim]

First Mate, Alexander van Williams - Black sheep of a well-to-do family, now a deft hand with any and all ranged weapons. @Lotta Pumpkins

Ship' Doctor, Vylmor Octavious - A drug-lord-turned-medic with an eye to right a terrible wrong perpetrated by his own kin, while running from his own sins. @Dondude

Master Gunner, Balder Goldenwood - A distinguished warrior with his career behind him, now training and defending his surrogate family. @RyanTadashi

Sailing Master, Elara Rennway - One of the best sailing masters in the skies, this young merchant's-daughter-turned-pirate is living her dream as she travels the world. @XSilentWingsX

WIP / Pending

Sellsword @bakugou
Quartermaster @Elysium
Master Wright [kimiyosis]
Gunner [knighthawk]
Pirate [knighthawk]
Thief [November]
Ward @shaitarn
Pending @71342

Totalling THIRTEEN PCs! Yowza, yowza, yowza! I think it's time to close the curtains on the Interest Check and say we won't be accepting any more authors for the time being. Thank you again for all of your interest, I love what you've come up with so far. I am going to create the IC/OOC threads this weekend. Those of you who don't have characters up yet, please try to have them up asap so I know how to include characters specifically in the opening post, and how to best break up the action into different groups. If you can't have it up by then, no big deal, but I'll probably just gloss over that character for the first post.

A couple of last things: two of you have PMed me with some cool backstory ideas for your characters, which we talked a bit about working into the future plots. Anyone else, absolutely feel free to let me know what sort of stuff you'd like to see develop with your characters, so I can seed it into the plot.

And, finally, what are your thoughts on language/content? Initially it didn't matter to me but ever since we settled on the Sky Pirates theme, I've been picturing my character just cursing up a storm, and that just being a feature of not just his personality but this world in general. I'd rather just go with real words instead of making up fantasy swear words (one of the rare times I don't want to create some trivial detail!). Figured I'd ask though just to make sure it wouldn't make anyone uncomfortable. If you want, feel free to PM me, and if I get any reservations about it then I'll make sure Grady checks his lip ;)
Great to meet you! Like you said, Master Gunner is taken, but since he's going to be dying of old age any day now, I'm sure he'll be training some young pup to take over! :) I'd love to see a non-human aboard - a Deor would be awesome!

And good idea with the harvesting of caith - great minds think alike!
@RyanTadashi Wow, you sure hit the ground running - great character!
@RyanTadashi Welcome aboard - can't wait to see what you come up with!

@XSilentWingsX Excellent post! I'm loving all these great charas!

One of these days I'll end a sentence without an exclamation point!
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