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    1. Isengrim 11 yrs ago

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Well there's a fair amount of ol' Captain Tight-pants, to be sure. Even the name: Malcolm 'Mal' Reynolds; Wilton 'Wilt' Grady. Hell, I should have shortened it to 'Wil' just to complete the symmetry :P

There's a hefty dose of Jim Raynor in there too, more than just the picture for inspiration.

I guess I'll have to distinguish him a bit more. Since their origins are fairly similar - ex-soldier-turned-outlaw - I'll have to make Grady's personality more distinct. Need to make sure he stays more on the asshole side, and not so much the lovable rogue. I also think he isn't as clever as Mal - his solutions could be more "Well let's attack it head on," and I think the rest of his officers are going to be the ones to say "What if we do this ingenious plan instead?"

Still kind of a work in progress then.

Also, sorry I posted everyone's characters - I'm realizing now that it makes more sense for you to have done so, so you can change them as you want instead of going through me. Wasn't really thinking that one through. I can 'delete' my entries if you guys want to post your CS there again.
Make it up as you go is fine... Maybe start out with some rudimentary stuff and as we go, she can requisition new things from our master wright and our blacksmith, or tell our thief what to be on the lookout for in other ships, etc. Same goes true for our other characters - as long as we don't go overboard and deck out our ship and crew with everything under the sun after one haul! Feel free to get creative with designs and artifices as long as we keep them caith-powered and sorta steampunky. Any terminology is fine re: flying, sailing, etc, especially since they cruise along atop the chop, sailing terms still seem appropriate even though they're flying. As far as the look of the ship, I picture it essentially a wooden pirate ship except for the odd modification here and there as we call them out.

Lotta, color's up to you. Like Dondude I'm not partial to it myself, but as long as it doesn't make our thread look like a rainbow it's fine by me.

Glad to see you're staying with us bakugou! Quartermaster is "open" but there is no need to play one if you still want to be the mercenary. Quartermaster can either be an NPC, or blended into Williams' duties, or left open for a new player.

Although for now I want to hold off on accepting new players just to see how many of the original group are going to be posting.
Sorry @Shikaru, for now we're full. Depending on the number of people who are posting we may have 10 or more characters, which is about all I think I can comfortably GM. If anything opens up or I get a little more comfortable in my role I'll let you know - thanks for the interest though!
IC thread is up! http://www.roleplayerguild.com/topics/81314-allevent-the-sky-pirates-of-oceanica/ic Sorry for the first post being such a doozy, but I wanted to introduce the world a bit as well as give some set-up action for most-if-not-all of you. Next posts will be smaller I swear! :)

Hope you like it!

@bakugou
@Lotta Pumpkins
@Kimiyosis
@Dondude
@XSilentWingsX
@RyanTadashi
@November
@shaitarn
@knighthawk
@Elysium
@71342
Edit: No prob!

"..."

Name:Lasrach Ceàrdach (Flame Forge)
Nickname/Alias/Title: "Ach" (Lasr-ACH & Ceard-ACH) also about the only sound he can make.
Sex: Male
Age: 35
Race: Deor of the Equine
Occupation:
Blacksmith

Past:
Lasrach lived a fairly normal life for his village, while most were xenophobic to a spcies, his home was one of the few melting pots far in the north. His equine body was solid and strong all his life so life as a blacksmith apprentice came easily to him while his other siblings of various builds found other avenues to pursue. For years is was labor intensive with little reward as he learned the trade to sharpen tools until a new priest came to the village with his 'daughter'. She was a beautiful polar bear with cream colored fur who could wander the village in the barest wisps of clothing. Lasrach was not the only one to take note of her beauty, the village shaman's son was a proud Snow leopard who felt that he deserved her attentions while she had eyes for Flame.

When the time same to build the church, the priest came to Lasrach to commission a bell, this was the leopards opportunity. One day while the equine was drawing the glowing metal from the coals, the cat cast a simple spell to summon water, just a gallon but more than enough. The metal screamed at the sudden shift and shattered like glass with hundreds of slivers in all directions. Lasrach managed to shield his face with his left arm which took several jabs along the length, unfortunately his neck wasn't so protected. Even with the healing magic of both priest and shaman the jagged metal tore his vocal chords to ribbons and cauterized the wounds beyond healing.

Lasrach was ashamed, thinking the bell was his failure, he left for the world as a mute. He made his way south with nothing but his hammer for a year, earning his keep in manual labor alone he learned the silent sign language of the slaves. One year since his exile, he came to find himself on an airship of all things.
Present: {WIP, need to hammer out details with others}

Future: One day he hopes to find either a healer strong enough to restore his voice, or find someone who likes the strong silent type to an extreme.

Skills:
He is an Geurgist. With his hammer of Alumen Damascus, he can shape metal with a single blow but exert the power of ten with each strike. However, a geurgist in the middle of the air is 'not-optimal' at best as he lacks the earth to draw from.
Smithing: Blacksmith, armorer, gunsmith, rough jeweler. These are the skills he brings to bear to earn his way through life even without any Geurgy.

Strengths: [Perception: Attack]
He is a craftsman, his eyes are always on the details in big and small scale from pewter figurines to airship engines. As he has made over a thousand weapons, he can take up nearly any tool of war and express the most basic of proficiencies. While he is no weapon master, his base proficiency and overwhelming strength lets him power through most defenses, not counting when he uses his Geurgy to soften up armor.
Weaknesses: [Charisma; Willpower]
The inability to talk puts a severe hamper on social interactions, making the gestures and need to know slave language can impede the need for communication. After the incident that shamed him he has always been of a broken will, doing what others need at a moments notice and even making circuits to make sure no one needed anything before working on his pet projects.

Equipment:

His 'wizards staff' is a enormous hammer made of Damascus iron and Alumen which gives it the wooden appearance. With it as a focus, he can manipulate the earth but he does not use it to make walls or the like but rather to strengthen and weaken others, improving his allies equipment whenever he can.

His clothing is of utility as well as design, his kilt is called brigadine, two layers of leather with plates of steel 'squares' in between. The same is of his vest with smaller plates for more mobility in the workplace. THe dozen pouches are full of small tools, effectively a traveling workbench

What other characters would know: [Miscellaneous information; not required]
What other characters won't know: [Miscellaneous information; not required]

"Ara, ara~ why the aggression~?"

Name: Shinrei Kisaki
Nickname/Alias/Title: Rei, Scarlet Princess, Lady Kisaki
Sex: Female
Age: 22
Race: Human
Occupation: Master Wright, Caith Researcher, Runaway Noble

Past: A daughter of a noble hailing from Barberry, Rei has always been rather unusual of the sorts. She had the habit of fiddling with anything mechanical, giving many in her household a headache when they seen her sitting on the ground, with an artifice taken apart in front of her.

Of course, being the daughter of a noble, she was consistently scolded for 'dabbling into the work of peasants'. However, the more restrictions that the house placed on her, the more Rei wanted to be free. After reaching a breaking point, she left her home to find her own way.

Being as fate may have it, she found her way first through Caith. Though she denies it, she had actually snuck into the guilds, before peering at their Caith and artifices with a curious glance. This curiosity gradually grew into an interest, supported by how most mechanisms were powered by Caith. While researching, she had found an affinity for Ferrum, and started using that to help build machines here and there, mostly spending her free time helping others repair their artifices.

However, to her, she felt that Barberry was rather small. There were stories of ships, both sky and seafaring, along with plenty of artifices there. So, utilizing her name, she traveled.

Present: Currently, Rei serves aboard the Aleph Null as a Master Wright, making sure to keep the engines in working condition. Despite her upbringing, she consistently requests people to call her by nickname, and will sometimes blatantly ignore whoever refers to her by her house name. Oddly enough finding herself fitting nicely amongst the crew of the airship, Rei can more often than not be found at the main engine. Or her room, which is generally filled with a lot of papers covered in diagrams and scribbles.

She stands at a somewhat small -in comparison to everyone else- height of 5'6", with a rather delicate looking and well-endowed body, accented by a crimson colored dress that matches her scarlet eyes and waist length hair, tied by a ribbon at the base.

Future: By her words, Rei wants to actual use her dream of building a 'self-sustaining surplus Caith synthesizer'. However, with the current knowledge of Caith, that is simply impossible, therefore why she's doggedly searching for the rumored unstable and conjecture Caith.

By building this, the availability -and in negative correlation of price- of Caith would increase, allowing more experiments and breakthroughs with the more rare Caith be possible, while allowing even the poor to have the ability to obtain the basic Caith to supplement their lifestyle.

Skills: Asides from being a Pyurgy, she is also extremely adept at construction, which in turn, makes her adept at targeting weaknesses in a man-made structure. Her 'combat' specialty is sabotage, with explosives being the key point. Granted, sabotage isn't something done during live combat.she also seems to be rather capable in reconnaissance, due to her skill in running and climbing, despite appearances.

However, unlike most Pyurgy, she frequently overuse her abilities, leading to a berserker like rampage, without a care for herself, frantically attempting to cause as much destruction as possible.

Strengths: [Intelligence; Dexterity]
Despite being a researcher, Rei is exceptionally well with her motor skills, whether running and jumping to escape, or fiddling with minuscule gears.

Weaknesses: [Willpower; Defense]
Can not take a hit. Having no combat training, Rei is easily injured in combat. Even at the times where Rei snaps, she can fight. However, it's not exactly a true fighting, and mostly just a berserk rampage, and therefore holds no true skill, nor any self-preservation.

Alongside consistent overuse of Ferrum, Rei is easily distracted, flustered, and pressured on a normal basis.

Equipment:
-Living Caith Capsule, generally found sitting gently on her head
-Ferrum-loaded mines
-'Blast Blade', a custom weapon that Rei built. Utilizing the same Ferrum core as firearms, the blade can heat up. This is more so useful for cutting holes through metal and wood, as burning through flesh is rather overkill, unnecessary, and horrible for the scent.
-Alumen clothing, something Rei had bought. It is invaluable, as it keeps in line with appearance, alongside durability, something which regular dresses are rather lacking in. If it wasn't made of Alumen, she would've wrecked a lot of clothes while working on machines.

Others: On a normal basis Rei is kind, gentle, yet albeit a bit whimsical and loves to tease, despite being easily flustered and a tempting target for teasing herself. However, when she goes berserk due to overuse of Ferrum, her personality seemingly takes a huge dive. Utterly consumed by bloodlust, her speech and actions becomes extremely coarse, akin to the sailors of the sea. In this state, she might actually have to physically restrained, as she completely disregards her own life and health. Especially since during this state of mind, she will haphazardly use the Caith, resulting in a downwards spiraling cycle. When she calms down though, she would probably squeeze herself in a tiny corner or space for awhile. This would be due to depressing regret over her actions, although being terrified also caused her to hide in a small space.

The title 'Scarlet Princess' not only refers to the flames and her appearance, but also the sheer amount of blood, both her's and the opponent(s) that have been spilled. A title of respect with a sting.


Name: Marko Latvanen
Nickname/Alias/Title: None
Sex: Male
Age: 25
Race: Human
Occupation: Thief, Engineer

Past:

Marko Latvanen, given name unknown, was born to a mother of unknown birth, who died shortly after the ordeal. His father, rather than fulfill his duty, placed Marko into the care of a local orphanage matron. A woman of cruel heart and little compassion, she was well known to the community for her treatment of the orphans, but few knew the extent of this cruelty.

In her care, Marko was given a only number as a name. With emphatic gusto, the matron would whip the orphans without regard to their health for even the slightest misdeed, refusing to feed them for days on end if their chores had not been completed with military efficiency. The inhumane treatment did not always have reason, and Marko often found himself being burned, tied up, or otherwise physically abused for nothing other than the matron's personal enjoyment. It was in this sadistic environment that Marko learned how to survive. Numbed to pain from years of torture, he could go days without food and survive off the little he would scavenge from the garbage, off the floor, or even insects.

On the eve of his tenth birthday, he escaped from the place he came to consider hell, with several other orphans. With the matron and her servants hot on his tail, he barely managed to stowaway on a caravan going south. His fellow orphans were not as fortunate, and he watched as several were viciously set upon by dogs or shot down in the cold woods, leaving him as the last one to make it out of there alive.

He spent the next several years of his life an urchin on the streets of a minor city several hundred miles to the south of his hometown, where he became an extremely competent thief despite his young age. Stealing what he could, when he could, he managed a decent life for such a young person, with at least one meal a day, and even sometimes a real bed to sleep in. When he was thirteen, his luck had seemingly run out, when he was caught in the dead of the night attempting to make off with jewelry of a local merchant. Instead of having the urchin thrown to the wolves, or into the dungeons, the merchant gave Marko a second chance. A trader in machinations and artifices, he began teaching Marko everything he knew about such technology, as well as the values the merchant himself possessed, becoming a father of sorts, the merchant's wife becoming an adopted mother. For the next four years, he lived in this somewhat higher lifestyle, never wanting for food, clothing, or safety. They even gave him something he had always longed for: A real name. A given name the merchant's wife had chosen, and the merchant's own family name: Marko Latvanen.

This was not to last, however, and when he was 18, the merchant had angered a few local thieves, and in the middle of the night, they came for him. The merchant and his wife were murdered, their home set ablaze. Marko barely escaped the inferno, fighting his way through several of the thieves. He vanished in the alleyways. His life had gone down in flames, with his adopted family inside.

He spent the next seven years of his life returning to his life of crime, but with a new understanding of the world. He used his curiosity as a drug of choice, a final escape from the nightmare his life had become. His skills as a thief were exponentially increased by his new found knowledge, and he had no issues surviving, even thriving, in a harsh world.

Present:

Despite the horrors of his past, he continues to remain optimistic, constantly seeking knowledge. He's friendly but distant, finding close relationships with people difficult at best, and often shows a general lack of empathy. In the face of this, he is still very loyal, a trait he learned from his adopted father, and applies business honesty to all aspects of life. A thief with a code, he often struggles reconciling the two lifestyles.

Standing at five feet, eight inches, his sinewy body shows his years of abuse. Burns, scars, and a missing toe all tell tales of his past. He has long, chestnut and brown hair, green eyes, and an expression that rarely finds its way from a sly smile. He rarely wears clothing that shows the skin beneath, opting for greatcoats and dusters due to their equal ability to warm him on cold nights, as well as conceal any weapons or goods he has stolen.

He came to Havenstad as merely a passing through stop, but found the Aleph Null, and opted to sign on as a general sailor, his curiosity for flying getting the better of him. He determined it would be a decent break from his mundane, ground based life.

Future:

Marko seeks knowledge above all else, but only for its sake. He possesses very few long term goals, and only seeks food in his belly and a good place to lay his head at the end of the day. A nomad by nature, he envisions himself moving from place to place until the day he dies.

Skills:

A master thief with an intricate knowledge of the systems used to protect valuables, he uses this knowledge to break locks, identify traps and disable them, and has immeasurable patience. He can perform the same action over and over again, and is highly meticulous. He will take apart virtually anything to learn how it works, and with added gusto when it directly involves his criminal ways, as it can directly impact his likelihood to succeed and survive.

Strengths: [Intelligence; Willpower]

He is exceedingly intelligent, and always thirsting for knowledge. Between the life skills he's learned and his random tinkering, he can think very quickly on his feet, and is often attempting to invent tools to make breaking and entering that much easier and efficient.

Due to his early childhood, he also has a very strong sense of discipline and control. He can withstand pain, a tolerance easily up there with the best, and go several days without food. While he understands it makes him weaker, long years on the streets have given him a resistance to the feelings of hunger.

Weaknesses: [Attack; Charisma]

While fairly strong in his defensive capabilities when attacked, he is not nearly as efficient on the attack, a skill he rarely found himself using. As far as he is concerned, a thief can get away, and a murderer gets killed. As such, he always avoided such confrontations, preferring to avoid the situation it might occur than taking the initiative.

He also suffers charismatically, and is by no means a leader. His distance from others, and sometimes abrasive personality leave him sorely lacking in interpersonal skills.

Equipment:

A dagger for self defense, a bedroll he uses on the roads and in the cities, and a nifty multitool he fashioned. Along with multiple tools, it also has several lockpicks housed within it. He prefers traveling light, acquiring or fashioning any other necessary tools he might need for a score.

What other characters would know: Little as he would be very new to the crew. He also isn't particularly forthcoming about his past, and prefers not to share his abilities as a thief until such a time arises as it would be necessary.


“There’s more to life than profit”

Name: Caliana d’Arrowen
Nickname/Alias/Title: Sometimes called Cally
Sex: Female
Age: 19
Race: Human
Occupation: merchant’s daughter/currently a normal crewmember on the Aleph Null

Past: The only daughter of a well-off merchant who traded in caith crystals and high quality goods it seemed that Cally would have a life of ease and she was brought up learning the manners of polite society and developing some considerable talent in music and dance.

When she was 12 her older brother died, leading Cally as her father’s only successor. Her life changed practically overnight; her father started taking her on his voyages and tried to teach her the skills useful to a merchant. Although she was already a skilled reader and her practice in dancing stood her in good stead when it came to the dexterity needed in moving about a ship and her fencing lessons, her naïve outlook and belief in always doing the right thing means that she will probably never have the haggling skills necessary to make her a skilled merchant. Her father quietly despairs of her.

Present: Pirates attacked Cally’s father on his last trip, taking much of his cargo and leaving him badly wounded and the majority of his crew dead. Despite his losses, he still had enough money to hire Grady and his ship to recover his cargo (if it hasn’t been sold) and to avenge his crew by killing the pirates. Oh, and to take his daughter along – officially to represent his interests, unofficially in a last ditch attempt to knock her naïve ideas out of her head and make her grow up. His only instructions are to ensure she comes back in one piece without any hideous scars or pregnant.

Cally isn’t stupid so much as naïve and innocent – growing up in luxury, she tends to be fairly trusting and takes people at face value without questioning their motives. Though she has as little interest in trading as she does talent, she loves travelling on airships and would be happy to spend her life sailing from place to place. Thanks to her travels on her father’s ship she’s experienced at the everyday tasks involved in running a ship and is happy to earn her keep by working like any ordinary sailor.

She stands about average height, possibly an inch or so taller than most, with a lean but fairly solid build. She has long light brown hair tied back (strands are always coming loose), grey-blue eyes and features that are a little too strong to be considered pretty. Ever since spending most of her time on a ship she’s been wearing masculine clothing of breeches and a plain white shirt with a sleeveless jerkin (much to her mother’s distress).

Future: Cally knows her father is expecting her to take his place, and although she doesn’t want to upset him, her heart just isn’t in the business. Her own dreams involve a rather romantic idea of sailing the world as a renowned bard or musician.

Skills: Cally has some considerable skill as a musician; she has a good singing voice and is a capable lute player.
She has been trained by some fine fencing masters and is very good with the sword she carries.
Despite her lack of diplomatic skills, she has been brought up with good manners and is happy dealing with people in various levels of society.
She is literate and has reasonably good mathematical skills.

Strengths: [Dexterity; Charisma;]
Having been onboard airships for much of her life, Cally has fine airlegs and moves with a quick graceful confidence on ship.
Cally may be naïve and occasionally irritating, but her general friendliness, her willingness to attend to any tasks that need doing on ship and her good natured response to any teasing means that most people feel reasonably positive about her.

Weaknesses: [Choose two and describe/elaborate: Attack; Perception]
Although she’s skilled with her sword Cally has never used it in real combat and is likely to freeze up or panic in a real fight, particularly when blood starts flowing. She’ll almost certainly be violently sick afterwards.
Cally’s black and white outlook means that she’s blinded to the various shades of grey that make up the majority of people in the world.

Equipment:
She carries a side-sword (similar to a rapier, but with a wider blade with a cutting edge) and a couple of knives as back up weapons.
She also has a small lute, though obviously she doesn’t carry it about on her all the time.

Name: Elara Rennway
Nickname/Alias/Title: No nicknames as of yet
Sex: Female
Age: 24
Race: Human
Occupation: Sailing Master of the Aleph Null

Past: Elara grew up in Greenglass, a small, colorful port city known for its lively streets and bustling trade. The Rennway family were spice merchants, and had been for as long as any in the family could remember. They lived comfortably among the middle class, and had a reputation for being fine spice merchants. In other groups, they had a reputation for being excellent smugglers, a profession the family had been continuing for just as long. As a child, Elara was expected to act like other young girls her age, wearing dresses and learning to sew. Her mother, despite being married into a family of smugglers, was very committed to her ideas of propriety and would have taught Elara to be a proper young lady, if the headstrong little girl had not had other plans. Elara was much more interested in her father’s trade.

Elara’s father, Verrin Rennway had a respectable number of ships he commanded for his trade, legal or otherwise, and while he originally worked by seafaring vessels like every Rennway who had come before him, Verrin had been one of the first merchants in the area to begin using airships as they became more popular. He currently was captain and sailing master of the Bluebird, an airship he had purchased the year Elara had been born. Elara was fascinated with the airships in Greenglass port, and when she wasn’t looking after her two younger sisters or doing her chores, she’d wander around the docks just to watch the ships come and go. Her father had already begun teaching the trade to Jacind, the eldest child of the family and seven years Elara’s senior, when he was a child, and Elara listened in on his lessons whenever she could.

Elara’s father did not have the same ideas of propriety as his wife did, and when he realized that his daughter had an aptitude for airships and the like, he began to teach her as well. He taught her how to read maps and star charts, how to plot courses, and how the airships worked. She eagerly absorbed everything she could get her hands on, and smuggled the maps into her room, where she stayed up late into the night planning voyages she would take one day when she had her own ship. Her mother eventually gave up on teaching Elara things like sewing and dancing, and watched with a somewhat exasperated look as her daughter ran through the house trailing maps and charts behind her.

Elara was seven when her father first took her aboard the Bluebird. She had never experienced anything like it before. He was just beginning to show her how to pilot the airship, as he had with her brother before her. To Elara it seemed as natural as breathing. Being up in the air seemed right to her. It was as if she could feel the wind moving against the sails. She was standing at the bow of the ship leaning against the rails when she saw another ship in the distance. She leaned farther over to get a better look, when a piece of rotting wood in the rail gave way and she began to fall forward with a yelp. Out of instinct she put her hands in front of herself and was suddenly thrown back onto the ship’s deck by a gust of wind that had seemingly come out of nowhere. Her father, who had begun to run toward her the moment she started to fall, saw her manipulate the air around her, and understood what his daughter did not. Her mother’s side of the family had a talent for aeurgy, a talent that had apparently been passed down to Elara.

From that day forward Elara spent her morning studying sailing and navigation, and her afternoons at the local spellcrafter’s guild in Greenglass, learning to control stannum. As she got older, she learned more and more about airships. When her brother left home to join the army, she became more involved with helping her father with the family business. She had a talent for flying airships, and her control of caith only added to that. She soon began sailing ships for her father, and had hopes of taking over the family business. While she was rather indifferent to both spice trading and smuggling, she knew she belonged on an airship, and her father could certainly use the help.
When her brother returned home, however, Elara’s father declared that he would be handing the family business down to Jacind. With him home, Elara was suddenly less involved in the business affairs, and was sent sailing less and less. This increasingly became a source of conflict within the family, and when the spellcaster’s guild offered her an opportunity to leave the city as one of the urgists on an expedition, she accepted.

She left Greenglass at age nineteen, and spent the next year working with the guild on various jobs, but the work was too structured, and the rules too rigid for Elara. Being so young and a female, it was difficult to find anyone willing to let her control their ships. The jobs she could find were often on ships in terrible condition or under ridiculous captains. At age twenty-two she found herself in Barberry, planning her next step. She was considering stealing a smaller ship and running her own little smuggling operation. Growing up in the Rennway family, she had a rather innate disregard for the law. When she heard that Captain Wilton Grady was at the Barberry docks and in need of a new sailing master, she found a chance she very much wanted to take. It wasn’t easy to convince the captain let her aboard in the first place, but due to the lack of other options and a job that needed to be done within a rather small time limit, she was able to get aboard with a deal that was supposed to be very temporary. When she got the ship through one hell of a storm with a considerable amount of skill and finesse, she was able to prove herself and earned her place on the ship for good.

Present: Elara Rennway has been the sailing master of the Aleph Null for just two years, but the ship is extremely important to her. Having grown up taking care of two younger sisters, Elara has a rather protective nature, and is now fiercely protective of the Aleph Null and its crew. Elara is very intelligent and mature. She enjoys reading, especially if the subject is history or exploration. She loves adventure and sailing more than anything, and is very meticulous in her planning. She can spend days with her maps and charts, planning out a course with a focus that is hard to shake her out of. If she has her head in a map, one might have to call her name several times loudly to get her attention. Despite this, she can change her plans in a moment, and thinks very quick on her feet. In general, she has a rather ambiguous moral compass, but considers loyalty to be extremely important, and she is very loyal to the captain and the Aleph Null. She has no time for nonsense, and can become impatient very quickly; she has a bit of a temper. She communicates with her family from time to time with letters, but her relationship with them is not the best.

Elara is slightly above average in height, standing at 5’8” with a thin build and lean muscles. She has a light tan and long, waving, dark brown hair that she often keeps tied back. She usually wears brown trousers tucked into tall, leather boots, a white shirt under a simple blue corset, and a long black coat with brass buttons.

Future: Elara is simply happy to finally have a good position as a sailing master. She has big plans for voyages she longs to take one day, and wants to experience adventure and travel the world.

Skills: Elara is a powerful aeurgist, and has been trained in the manipulation of caith from a young age. Her skills are strong, but her powers lack in finesse. She is able to control strong gusts of wind, but has never been able to use stannum to play a flute, like she often saw other aeurgists doing at the guild. Her abilities suit her well though and are quite useful when it comes to sailing airships, though they can also be quite useful in a fight. Elara also knows the ins and outs of airships, and has been sailing them since she was quite young. She has a natural talent for it, and has been known to proudly claim that she’s one of the best sailing masters in the skies. She skilled at using star charts, maps, and navigation tools, and is a navigation expert.

Strengths: [Intelligence, Perception] Elara is very clever and quick-witted, and between her father and the guild she has been well-educated in a variety of subjects. Elara can feel the slightest changes in the weather and wind, and is extremely observant. The downside of this is that she can become so focused on one thing that she misses another.
Weaknesses: [Attack, Charisma] Elara is a powerful aeurgist and can give out very effective punches with gusts of wind, but she’s more suited to defense than attack, and isn’t extremely talented when it comes to physical fighting. When it comes to people skills, Elara can be very friendly and sociable, she can become frustrated with people very easily, and becomes blunt and sarcastic. She doesn’t like wasting her time with fools, and may be vocal about it.
Equipment: Elara carries a pair of leather gloves and a dagger her brother gave her on her belt, along with a variety of tools, most of which are related to navigation, such as her compass or her sextant. She keeps another knife in her boot as well.
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