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Posted: Fri May 14, 2010 5:05 pm
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Posted: Fri May 14, 2010 5:06 pm
Post 1: Updates & Rules Post 2: Plot and Summary Post 3: Map, Environment & Magic Post 4: Characters and Roles Post 5: Profiles
 The Seraphim was the grandest ship in all of Port Vane. Her pure white hull and billowing sails were a shining welcome to each new day, like an angel beckoning the morning. She was the largest, and the most advanced of all vessels in the kingdom. Every piece of timber and cloth used in her making was infused with magic for protection, strength, speed, and cleanliness. She is one of kind. Now she will embark on a voyage across the Sea of Mercies to a land unknown. She will chase a tale, a mere rumor of a new world untouched and flourishing with strange life. Ancient legends find their origin in this hidden continent, and it is the resting place of many old and dangerous treasures. They call it the Blessed Land, or Silimaure. Emperor Torisht rules the cold country of Rishvell, and he has heard of the rumors that spread with awe and fear. Rishvell. Torisht dreamed of the Blessed Land day and night, of a world with fresh land for his people and more riches for himself. The tales were promising, and he soon arranged for a journey to be undertaken. A journey to seek out Silimaure and the secrets within. Jules Monticello is the Harbormaster of Port Vane, and has been given control of the operation. Torisht demanded the best ship be used for such an important venture, and The Seraphim was quickly prepared. A crew was carefully selected, and all passengers given private invitations. Unable to accompany the ship himself, Jules sent his only child, Beatrix as Patroness of The Seraphim. She would be defender, financer, and supporter of the voyage, working in league with the Captain. Now, in the spring, the waterways are open and the sun is warm. The Seraphim awaits her passengers and the crew is busy at work, loading cargo and supplies for the long journey ahead. Soon, she will set her sails to the wind and the Blessed Land. Danger, treasure, and legends of old await all who join this portentous voyage.  -coming soon-
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Posted: Fri May 14, 2010 5:07 pm
Post 1: Updates & Rules Post 2: Plot and Summary Post 3: Map, Environment & Magic Post 4: Characters and Roles Post 5: Profiles
 This is a map tracking our progress, as well as showing countries/islands we will be passing by. Feel free to mention these places - though I will be having special plans for some of them.  Isn't it pretty? I will also be tracking, as much as possible, any crazy events that happen in a specific place [like being attacked by a sea monster or something - not saying that it will happen >.>] The ShipMost of the roleplay will be done on the ship, sailing the Sea of Mercies. The Seraphim herself has a pure white hull and deck. In the interior rooms beneath the deck, it is a dark brown - normal woody natural stuff. It is all crisp and clean, very well kept by magic and crew. The Seraphim keeps no cannons or oars, as it depends much on the Mages to maintain safety and propulsion even in the worst of times. There is a system of bells throughout the day to signal the different times of the day. We won't get into the technical stuff, but I will randomly insert the ringing of the bells to change from morning to afternoon to evening, etc. See this diagram for names of the different areas of the ship. See this diagram, it is closer to the intended size and length of the ship. It is very large, and yes it has that many sails. =) Wikipedia is my hero. Here is just some random stuff about ships and sailing, if you feel in the research mood. For the most part we won't care about the technical names and nautical terms. ShipSailing ShipsThe Sea of MerciesThis is the vast western sea, widely uncharted. This is the sea that the Seraphim will be sailing across. RishvellRishvell is the country that the Seraphim sets sail from. It is the westernmost tip of the main continent. It is populated mainly by humans, but many other races live in the numerous port cities, having traveled from other countries for trade or a new life. There are a few known tribes of Hertasi living in Rishvell and Takiria, and Gryphons are numerous as well. Rishvell is known for her skilled Gryphon Riders and great advancements in magic studies. All mages serious about the study of magic come to Rishvell. Emperor Torisht is the greedy but just ruler of Rishvell, a half-elf in all his splendor. TakiriaThe neighbouring country to the southeast of Rishvell. It is also well populated by humans, but elves are also very common here. It is an ally of Rishvell, and not hostile. Kilmer's NeckPerhaps the most hazardous area of the Sea of Mercies. Many ships and smaller vessels have attempted to cross, but very few manage to go right through it. If you manage to bypass the ship graveyard, there are spiraling rocks, whirlpools, aggressive water spirits, and sirens seeking to drive a ship towards a whirlpool they've summoned. Which is the most dangerous thing that can happen to a ship, a siren's whirlpool... Bellos RaydorA small continent ruled by the Elven race, where other races are discouraged to live. Bellos Raydor sits to the Northwest of Rishvell, the wide region of the sea called Kilmer's Neck stands between them. Rishvell does a lot of their trade with this country, but they are not allies. Many gryphons make their homes here, as well as pegasii. FirmistA large island just west of Bellos Raydor. Firmist is just as mysterious as it's name, and very dangerous. Rumor tells that the elves send all the exiled and the criminals here to fend for themselves deep in the forests of the island, where they practice dark magics. It is also rumored that it is the hiding place of wondrous beasts, such as the unicorn, and sea serpents abound around this island. HamersA mountainous, wild continent to the northwest. It is inhabited by dwarves, goblins (a race slightly like the elves, who are very industrious but don't like to mix with other races.), centaurs, and many of the more wild creatures (like wyverns, rocs, and nemean lions). It is a country that few leave, and few enter freely. BardenBarden is a large tropical island littered with volcanoes - some active, some not. Centaurs and Hertasi are the most numerous inhabitants of Barden, but are by no means 'uncivilized' as many assume. Some even believe there are dragons living on the island, but little is really known about it. The Isles of GillsBarely even on the charts, the Isles of Gills are a small collection of tropical islands. It is said that the strange race known as the Sirens reside here, but that is just a rumor. There is a myth that anyone who drinks the fresh water on the Isles of Gills will be given the gift of breathing beneath the water. There are also myths that water spirits live on the islands, and will give wisdom and guidance to travelers, at a cost. The Waning IslandsThese islands have only been recorded on one known map, an old ancient thing found in an old hermit's home after he died. Nothing is known of them.  So, basically think of magic as something everyone in the world can learn, though it takes more of a skill and an excellent memory - something you have to study like any other profession. It is a thing of continual research, so no one knows all the spells possible or even what all magic is capable of doing. Sort of like science, as it has natural laws that restrict it, and we are always discovering more and more about it. As for 'natural laws', magic does have it's restrictions. Depending on level of skill, the caster must be close to it's subject. A beginner would have to be touching the object/person, but an intermediate would only have to be able to see it. That sort of thing. Examples: You can cast a light spell on a ball of clay and make it seem like a light bulb. You can cast healing into an individual, or strength or protection. You can alter the appearance of things, or cause physical pain. The spells that are possible really depend on the mage's area of expertise, study, or just what they have a natural talent for. One mage will probably know different spells than another, and it is completely within reason that a mage would have 'discovered' or 'created' their own spells. As for strength of spells, that relies on the confidence of the caster, and the method of the casting. The more you cast a spell, the stronger it will get - or if you know without a doubt and believe in what you are casting, it will be strong. Otherwise, strength also depends on how you cast. There are four basic types of casting: 1. Magic of Thought.Spells can be said in thought. This is the weakest kind - unless you practice and specialize in thought magic, in which case it could be the most subtle and dangerous when used maliciously. 2. Magic of Voice.Spells can be spoken normally. This is the most common and easiest way the cast a spell, and most mages use it. A beginner will always start with speech and perhaps later branch off into other techniques. Spells basically have their own language - called the Raw Tongue - so a mage would have to learn it. 3. Magic of Rhythm and Song.Spells can be sung. This relates to speaking spells, but it involves more of an art and is very difficult. The mage must, obviously, be an accomplished singer. Any misplaced or off-key notes can throw off an entire spell, depending on complexity. It is effective and entrancing, used mostly in the mental realm rather than in the physical. Song spells are often not very permanent, fading off within a short amount of time after the song is done – depending on skill of the caster. 4. Magic of Script.The strongest and most difficult method of spell casting is writing. It wouldn't seem to be that hard, but the Raw Tongue is tricky and dangerous to put on paper – both to the writer and the reader. Written magic is incredibly strong and is very hard to break, making it the most effective kind. There are very few books in existence that contain spells, and are usually encrypted to avoid the spells actually being effective. Because of the nature of written magic, most spells are passed down orally. When a mage creates their own spell, they must remember it. Any beginner mage should have a spell tattooed on their skin by a expert in written magic, for excellent memory and ability to recall past memories. In that case, mage's will always have the best of memories, unless it was a weak of ineffective spell.
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Posted: Fri May 14, 2010 5:14 pm
Post 1: Updates & Rules Post 2: Plot and Summary Post 3: Map, Environment & Magic Post 4: Characters and Roles Post 5: Profiles
Note: the descriptions are typically read as the rank being male. This doesn't mean that rank must be played with a male character. Simply that I used the common gender term for the literature of the era did when discussing ranks/occupations. Here is a detailed list of the roles about the ship. Refer to this if you don't know what the heck you are supposed to be doing, or if you want to take an open job for your character. If the status is available, yet a name is present, that means there is more than one allowed. You may also reserve a rank by PMing me. Captain, Senior Officer: In a word, he is the President of a small democracy. Normally considered level-headed, and decisive, the Captain will make the most important decisions (like where to pull into port) or put them to a vote. He has a veto in all votes. A respected leader, the Captain delegates tasks to Junior Officers and everyone must answer to him. Often, the Captain should be a skilled swordsman, and it is in the event of an attack that he really shines. Acts as judge in any serious trials, and sheriff in any duels. Role Filled by: Captain Morgan Poseidon Kronos / Fammikins - TAKEN -
Quartermaster, Senior Officer: Also known as the First Mate, he is the second-in-command to the Captain. He will take over in the absence or death of the Captain, and helps him with any duties. His main tasks are maintaining order, distributing rations, delegating work, and overseeing. The Quartermaster alone (unless the Captain wants a say) will decide and deal out any discipline to crew members, but often will do this with only enough severity to maintain order. Given a veto in any voting situation. Role Filled by: Carina Oceanis / Harlequin Of Chaos - TAKEN -
Boatswain, Senior Officer: Answers to the Captain and Quartermaster. He oversees many junior officers, is responsible to keep up crew morale, and promote work efficiency. There are many jobs about the ship he can be delegated to do, such as managing deck crews, maintenance of rigging, the anchoring of the ship, maintenance and repair of hull, rigging, lines, cables, sails, and anchors. The Boatswain may also be the Mage Carpenter, or work closely with him. Role Filled by: - AVAILABLE -
Navigator, Senior Officer: The Navigator must be skilled in directing, plotting, and maintaining the course of a ship. He must be good at guesswork and reading stars for direction. He decides along with the Captain where to pull in to port, and where to stay away from. He acts partly as the Helmsman, steering the ship, but also delegates this task to junior officers. Role Filled by: Finnian "Finn" O'Rourke / Kollopsa - TAKEN -
Patron: The Patron, usually of high nobility or royalty, is the main funder of a major voyage. Someone from their immediate family will accompany the ship, seeing that their money is put to good use and that the purpose of the voyage is fulfilled. They are given authority simply because without them, the voyage could not have happened. Normally they cannot make any major decisions or order the crew, but their opinion must be listened to, and they hold a veto over any vote. Role Filled by: - AVAILABLE -
Master Mage, Senior Officer: The most skilled mage aboard, the Master Mage oversees all other mages, and should have a general knowledge of most types of magic. More of a 'jack-of-all-magics' than a specialist. The Master Mage is expected to constantly keep up and oversee the spells of the entire the ship, but leaves duties of the Mage Carpenter alone if possible. Should be able to easily detect a faded, broken, or missing spell and repair it. Specifically watches over spells such as the direction and strength of the enchanted wind, protection and warding spells, and the maintenance of magical lights around the ship, among others. Role Filled by: Solon Kalsanth / Araquiel - TAKEN -
Mage Carpenter, Junior Officer: In charge of repairing any damage done by nature or battle, as well as the soundness of the ship. A skilled mage, he maintains and repairs spells of strength and support around the ship, specializing in 'building' and 'repair' magics. Despite magical skill, he also must have great skill in the carpenter craft, for the situations when magic does no good. The Carpenter is highly valued! They may have an assistant. Role Filled by: Tres Niles Wisewood / Dust_In_Darkness - TAKEN -
Mage Healer, Junior Officer: A mage skilled in healing magics. Crew would go to them with colds, fevers, wounds, or disease. Should be able to completely heal, partially heal, or speed up healing process, depending on severity and condition. Also expected to perform any amputations, if wounds in battle are too severe. A very important part of the crew, they maintain the general health of the crew. Role Filled by: Gina Nyredes / Anila Of Pellinor - TAKEN -
Sentry: The Sentries must be a winged beast, traditionally a Gryphon, that will fly above and follow the ship, watching for enemies, landforms, or dangers in the water or sky. They are good weather-watchers and can usually predict storms along the way. Among their tasks, sentries should be able to fish, being good divers, thus supplying the crew with fresh seafood. Sentries are the eyes and ears beyond the ship's immediate area, and may often fly far ahead to scout. Role Filled by: Luft Stormtalon / Fammikins - AVAILABLE -
Deckhand: The main body and workforce of a ship, without them the ship would not be able to function. Work is delegated to them by any Senior Officer, which may include manning the Helm, working with the rigging, chords, sails, anchor, working below deck in the hold, and any general maintenance to make sure the ship runs smoothly. Often deckhands will have other talents, such as bard, translator, or some magical skills. Role Filled by: Gesten Eidechse / NPC - AVAILABLE -
Cook: The ship's cook. He is in charge of serving out rations of food and water, having access to the stores of foodstuffs. Much of the food is preserved or dried, but the Cook would also have to cook fish or birds caught by the sentries. The cook may have an assistant, and is loved as long as he can make food that doesn't kill the crew. Food examples: smoked meat (pork, beef), fresh meat (for the first little while), fish, fresh fruits and veggies (for a little while or magically preserved), dried fruit (like mango), flour and grains, water, rum and beer. Role filled by: Morwen Oceanus Kronos / Fammikins - TAKEN - Assistant Role Filled by: - AVAILABLE -
Bard: The entertainers. Bards must be skilled with an instrument, and most likely with voice as well. They provide a break from the boredom of an uneventful day, playing jigs to dance to, shanties to work to, or background music to eat to. They are very well liked on the ship. Role Filled by: - AVAILABLE -
Translator: On well-funded voyages, sometimes a crew will take on a translator, if they are planning to visit foreign ports or have a variety of cultures on board. This is often a side role, and can be allotted to any crew-member who is fluent in other languages. Role Filled by: - AVAILABLE -
Cabin Boy: A young boy who waits upon the Officers of the ship, for the purpose of learning all aspects of the maritime trade. Sometimes he is considered the Captain's servant, but normally puts in long hard hours as an apprentice of sorts. Role Filled by: - AVAILABLE -
Treasure Hunter: Those who are known for their skills at searching out and obtaining artifacts and precious objects. They are typically a rough-and-tumble bunch, and disliked by most upright, law-abiding citizens. They are useful to have around during explorations and travel. Role Filled by: Dasross / NPC - AVAILABLE -
Guardians: Those skilled in the art of combat. Guardians will accompany ships, and every mercantile ship should have at least one aboard. Commonly members of the Empire Guard accompany voyages and trade ships on Empire business, but many are Mercenaries - warriors for hire that Merchants and private voyages will hire for a hefty fee. Sometimes a Guardian will be assigned a specific individual or group of individuals to watch over. Role Filled by: - AVAILABLE -
Stowaway: There's bound to be one on every ship. Considered criminals once discovered, loyal crew will make haste to confine the wrong doer. The Captain has say what will be their fate. If found by Sentries they'll mostly likely be pecked to death or at least roughed up. Role Filled by: - AVAILABLE -
NPCs: Any crew members that are not taken by a roleplayer – and there will be MANY – can be controlled by you. Feel free to boss around a few deckhands and suggest NPC names. Profiles not required unless you're inspired to do so. -Gesten -Dasross
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Posted: Fri May 14, 2010 5:21 pm
Post 1: Updates & Rules Post 2: Plot and Summary Post 3: Map, Environment & Magic Post 4: Characters and Roles Post 5: Profiles
 Different races are welcome, but try to stick to the pre-made list I've got. Feel free to PM me for suggestions or permission to use something not listed. Please, don't be a: Werewolf, Vampire, Ninja, Shapeshifter, Demon/angel, Spirit (unless it's something like a water spirit in a humanish form.) Known races of this world: (sentient) - Humans - Elves - Dwarves - Goblins - Gryphons* - Griffins** - Dragons - Hertasi (lizard-like, typically 2ft-4ft tall) - Centaurs - Sirens- Merfolk - Elemental SpiritsKnown beasts of this world: (non-sentient) - Wyverns (related to dragons, but they have no legs and a poisonous barb at the end of their tails] - Rocs (basically gargantuan eagles) - Nemean Lions - Sea Serpents - Unicorns - Pegasii (winged unicorns/horses) - Kraken -Minotaur -Common wild animals * and **: yes, in this world there is a difference. Griffins are the part bird part lion creatures. Gryphons have all avian features and are hostile towards griffins, vice versa. Griffins are smaller than gryphons but in wild flocks will attack a gryphon as food. I want to keep these short and sweet. Basically, the minimum that others need to know, and nothing else! Sounds good? Good. Because apparently no one likes profiles. Wretched things. This roleplay will have a much better chance, at least in theory, of flowing if we don't know everything about everyone else. Keeps the mystery and excitement. Hopefully. So this is all I want aside from you PMing me the profile: [b]Username:[/b] (For quick reference) [b]Name:[/b] (First and last, of course.) [b]Gender:[/b] [b]Age:[/b] [b]Race:[/b] (See above) [b]Appearance:[/b] (Keep it short, give a picture, whatever you please. This is just so you don't have to cram in every speck of physical detail on the first post. It gets a little messy that way.) [b]Role on Ship:[/b] (do you want the first mate, passenger, or even stowaway?) Username: Fammikins. Name: Morgan Poseidon Kronos. Gender: Female. Age: 23. Race: Siren-merfolk hybrid. [mersiren] Appearance: Merfolk form. Fish form varies. Human example. She stands at five feet and six inches, eye appears to be black but is typically a very dark shade of blue. Will Initial features and physical attributes enough to get a few heads to turn, this captain can use her beguiling looks against most if her blade or words don't get the job done. Morgan's hair reaches down past her waist and is a sleek mane of ebony. Usually braided to stay out of the way, she has various clips to hold it in place, namely one made of seashells. Whenever it's down one can more clearly see the few smaller braided locks, each ending with a tiny white Atlantic Bubbles or Nutmeg seashell. Her fingers and toes are partially webbed, her ears are aquatic fins, from her knee to the bottom of each shin is a long fin, and from her wrists to her elbows are fins. Remnants of her merfolk heritage although she can grow a tail. Morgan is never seen without her captain's hat nor coat. Role on Ship: Captain.
~~~
Username: Fammikins. Name: Morwen Oceanus Kronos. Gender: Male. Age: 23. Race: Siren-merfolk hybrid. [mersiren] Appearance: Merfolk form. Fish form varies. Human example. Same mersiren features [fins, gills] as his sister. Stands at five feet and ten inches. Tends to wear women's clothing. Role on Ship: Head Chef.
~~~
Username: Fammikins. Name: Luft Stormtalon. [Luft is pronounced as “loofed”, not “lufft”. I just have to point this out.] Gender: Female. Age: 25. Race: Gryphon. Appearance: Being a bit larger than a regular horse, Luft’s build is much thicker with muscle. Large feathers cover over her body, her tail is not like a lion’s and is, instead, made of a fine layer of large tail feathers, a longer feather lengthens from the rest in the center, down the tip. Her feathers are a dark gray, including the ear tufts on her head. The female gryphon’s powerful wings being ten feet long each when fully unfurled. Along the outside of her wings, her large flying feathers are coated with dark brown and the base of the wings is still the gray shade on her body. Under her wings and along her belly, is a lighter gray of feathers. Luft has a dangerous beak and her flexible talons are nothing to sneeze at, either. The gryphon has dark bronze eyes, her nares are a pale pink. Role on Ship: Sentry.
~~~
Username: NPC. Name: Gesten Eidechse. Gender: Male. Age: 32. Race: Hertasi. Appearance: He is four feet and three inches tall, with a very strong build. Gesten has a broad snout that can easily be used to speak, a long tongue will slip out from his scaled lips to briefly lick over his face and eyes. The hertasi has bright yellow eyes, a few rows of jagged teeth, clawed hands and feet, and dark green scales all over his body. For decency though, the male wears a long sleeved white shirt with the sleeves usually rolled up to his elbows and a pair of brown trousers, that still allow for his two foot long tail to be visible and functional for balance. Role on Ship: Deckhand/Translator.
~~~
Username: NPC. Name: Dasross; no last name since she doesn't belong to any specific herd. Gender: Female. Age: 22. Race: Centaur. Appearance: Her equine body is shaped much like a Friesian's, although her coat is a red roan color. The mare's hair is a deep wine hue as is her tail although only the roots are dark and the ends fade into a lighter shade of strawberry. Dasross' hooves are a pale pink color and are light enough to allow her to be nimble. She's very acrobatic in as many ways as her form allows her to be. Dasross's right eye is green and the left is blue, both are very pale. Around her waist, just at the end of her human torso, is a leather belt holding her tools and a pouch. Role on Ship: Treasure hunter.
~~~
Username: Dust_in_Darkness Name: Tres Niles Wisewood Gender: Male Age: 24 Race: Half Elf Appearance: Tres is a man standing around six feet tall with clear signs of a muscular build. He has a dark complexion turned almost coconut brown from spending time in the sun. Slightly pointed ears are hid behind his thick espresso mane. His tangled hair is normally tied back reaching down to about his shoulders. His eyes are a usually unfocused, myrtle green. The color sharpens into more of a kelly green during times of battle or when he is using magic. Normally, he has a small amount of facial stubble covering his chin. A typical outfit of his includes some sort of loose shirt accompanied by a simple vest and baggy, dark trousers. He has a pair large leather pair of boots and matching worn gloves. He has a thick belt strapped around his waist at all times that is equipped with a number of tools. Role on Ship: Mage Carpenter
~~~
Username: Kolloposa Name: Finnian "Finn" O'Rourke Gender: Female Age: 26 Race: Human Appearance: Bright orange hair has been hacked short and pokes out from beneath a green, plaid newsboy cap. Eyes are olive in color, skin is white and speckled with light-in-color freckles, but the skin of her ears and the backs of her hands is perpetually pink or red from sunburn. She stands at average for human women barefoot yet prefers to addition from the heel of her boots. A lean build, no make-up, and a small rack allow her to pose as a young man if the situation calls but prevents her from ever really looking like a lady when she wants to. Her typical outfit while working is a faded spring green, button-up shirt with skinny brown capris, and brown boots with creme-colored, knee-high spats. Role on Ship: Navigator
~~~
Username: Anila Of Pellinor Name: Gina Nyredes Gender: Appears female. Age: Unknown, but she has spent approximately thirty human years living among them off and on. Race: Water spirit Appearance: Preferred visage. Gina's shape is... well, fluid. As it is an assumed humanoid form which she creates, she can modify it at will- much to her delight and the distress of other crewmembers. It's also a work in progress; she's just getting a handle on this looking-human-thing, and she's not too good with colors, which means she usually appears extremely pale and quite bizarre. The general oddness of her appearance isn't helped by the fact that her clothing is actually part of her body, so it changes whenever her mood fluctuates. Role on Ship: Mage Healer
~~~
Username: Harlequin of Chaos Name: Carina Oceanis Gender: Female Age: Twenty-five Race: Merfolk Appearance: Merfolk Form Human Form Carina is quite the knockout when it comes to looks. Both in human and mer form she has the kind of looks that drive men mad with lust and women with jealousy (and perhaps a measure of lust they may not admit to). Don’t let those looks fool you, though, she is by no means some sultry bimbo. Carina has, in her human form, long fiery locks and piercing, emerald eyes. Her skin is tanned from all of her time in the sun but it looks smooth and flawless, rather than leathery like most sailors. She often shows off her curvaceous form without a care for how much skin is showing. In her mer form Carina’s hair fades to more of a strawberry blonde and the once wavy locks become rather crimped and curled. Her eyes become blazing orbs of golden yellow. Her skin also fades out to a more pale colour, though still keeping a healthy appeal. It also adorns mottled spots of green that look almost like tattoos. Her long tail fans out in several areas with colourful fins, meant to help propel her through the waters at great speed and with great agility and finesse. Her once slender and beautiful hands become coloured like her fin as well as gaining the green spots. Her nails grow out sharp and long and small fins protrude from the sides of her hands. Her teeth will remain normal unless she decides otherwise. She is capable of shifting her teeth into the razor sharp fangs of a predator. Role on Ship: Quartermaster
~~~
Username: Araquiell Name: Solon Kalsanth Gender: Male Age: 30 Race: Human Appearance: Appearance Role on Ship: Master Mage
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Posted: Fri May 14, 2010 5:33 pm
Fuh-finally done with OOC.
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Posted: Fri May 14, 2010 5:43 pm
*rolls in*
Yay for the new thread~ ='D
*throw confetti everywhere*
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Posted: Fri May 14, 2010 5:56 pm
*scrambles to catch the confetti* Pretty colors!
Yes indeed. I'm excited to have my mersiren twins up pre-separation and Morgan's feral stage.
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Posted: Fri May 14, 2010 6:16 pm
*tosses more confetti on Fam* =w=
It'll be fun to see how they interact~
*working on profile*
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Posted: Fri May 14, 2010 6:22 pm
*nests in confetti* Mmm. <3
Hooray profile~
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Posted: Sat May 15, 2010 1:35 pm
I'll be opening the RP sometime this week with an intro post of my characters. Then everyone else may follow; naturally~
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Posted: Sat May 15, 2010 2:28 pm
Cool, cool biggrin
I'm pretty excited for this rp!
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Posted: Sat May 15, 2010 2:34 pm
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Posted: Mon May 17, 2010 6:04 pm
Faaaaam. Talk to me about elemental spirits. What do they look like? How do they... 'work', for lack of a better word? Are they playable on ship?
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Posted: Mon May 17, 2010 7:28 pm
I really have no idea since no one has ever taken that as a race...
So. Do with it what you will! And any race is playable on the ship, so I don't see why they shouldn't be. You could even make your own description of the race if you'd like. I'm considering letting some do that or take a weekend to do it myself.
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