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Bram: Hunt for the Irinen OOC

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Mojave Wanderer
Artorius
Kathryn Lacey
Gadreille
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Bram: Hunt for the Irinen OOC Empty Bram: Hunt for the Irinen OOC

Post by Gadreille Wed Jun 15, 2011 2:30 pm

The World

Welcome to the world of Bram.

Bram: Hunt for the Irinen OOC Bram

IC Thread

Culture

Bram is ruled out of Cherom by a Monarchy, held by King and Queen Elen and Odon Usumm. There are many people who thrive on the crops of the mainland, and many people who survive on the fishermen of the coasts and islands. Sea trade is common, and with that comes piracy of the oceans. In response to that threat, the monarchy had long ago created a Royal Navy to protect the free people of Bram.

Legend has it that once, a long time ago, there were no islands, and the land was whole. During this time, magic was powerful and people were connected to the gods. Bram was the great Holy Father of Creation, who had six disciples: Fasar (male god of celebration), Arch (male god of war), Erint (male god of travel), Mathyr (female goddess of sacrifice/hard work), Pern (female goddess of fertility) and Ton (female goddess of law/balance). It was said that magic users began ignoring warnings of the gods, and used their magic in terrible ways. Eventually, the gods came together and smote the land and broke it to pieces, and destroyed the magic they had bestowed upon their people. Now magic is viewed at best in wariness, at worst as pure evil. Magic consists of anyone being able to do an unnatural thing, or any artifact that bestows a power upon its user or surroundings. Current magic users have an affinity for one power only, and most hide it as effectively as possible. Magic artifacts/relics are so rare that no general knowledge of them actually exists, though myth has it that they do.

In place of magic, Bram has put much focus on technology. The building of ships, successfully sailing waters (including tools of navigation such as compass, maps, looking glasses), successful agriculture and fishing practices, horse drawn carriages, decent architecture, not to mention weaponry that ranges from swords to harpoons to pistols and cannons, are all examples of Bram’s current technology.

Geography

To the north, the waters become too cold for travel; to the south, the storms so strong that the best weatherbreaker dare not near. All who go this way disappear, and no remains have ever been recovered. There is rumor of a people beyond the stormy seas, but there has been no actual contact. To the east there are the Death Sands, a harsh desert this coastal people cannot survive. Many criminals are banished to these lands. And, to the west lies the Tolian Reef, an impassible barricade save for the Great Break, a dangerous traverse through sharp rock outcroppings that seem to grow and ebb sporadically.

The Ships

There are ships of every size, shape and color. Here is a list of some ships found upon the waters of Bram:

Fishing Boats: Fishing boats are small with lots of cargo space. They can be either for coastal fishing or deep water fishing.

Whaling Boats: Whaling boats are used to catch the larger sea creatures, and have been known to take out a sea monster or two, when a storm blows one into Bram waters. These usually have weapons such as harpoons and axes and saws for dismembering the body.

Trading Ships: Trading ships are used to haul cargo from one island to the next. Usually these ships work closely with the royal navy, selling their goods discounted to either the royal family or whoever governs the area they are in. Some trading ships sell their goods at a steeper price to merchant ships.

Transport Ships: Transport ships have lots of room for civilian passengers, and may be lightly armed.

Merchants: Merchants are private sellers, either buying goods off of trading ships to take to more isolated areas, or selling their own goods (a fishermen may be a merchant off season, if he doesn’t want to sell goods at cheaper price to trading ships).

Treasure Hunters: Treasure hunters are little better than pirates in the eyes of the Royal Navy. They plunder, but tend to avoid conflict when possible. Treasure hunters are likely to be on a ship disguised as one of the ships listed above. They are free people who search or adventure and prize.

Pirates: Pirates are the true criminals of the sea. They fly the black sails and look forward to a fight. They pillage and plunder and are as likely to hold a person ransom as they are to steal a treasury. These ships are heavily armed.

Royal Navy: As armed as a pirate ship if not more, these sailors are trained for battle and their duty is to keep the waters free of crime.

The Plot

The RS Irinen was last seen off the coast of Pern, near the Great Break. Upon its disappearance, there was an uproar among the royal family. Many naval ships were sent to recover the RS Irinen, but so far, their search has been fruitless. Crossing the Great Break is near impossible, and many ships have already been lost.The general public has begun gossiping about the strange determination to find one ship (for ships are lost every year, even royal, and there has never been such a determination to recover the remains).

Others begin to hear the call, and begin their own plots to discover whatever prize must be aboard the RS Irinen. Pirates, treasure hunters, even simple merchants prepare to try and bypass the Royal Navy and find it on their own. Though magic is a dark subject, the search for magic users who may aid this great hunt has begun; whoever might possess the greatest crew might be the first to discover what great thing must be aboard the missing ship!

Privateers and pirates alike, be wary; there is more than storms and cannons to fear in the far side of the world.

The Rules

Please follow all Forum Rules, including but not limited to respecting your partners, posts have to be at least two paragraphs and at least ten sentences in length, and please write with proper grammar.
In addition to the forum rules, I have rules of my own.

Be Collaborative. In detail, this includes being polite, open to compromise, and communicative. In such a large scale role play, we are going to have to work together to get anywhere in the story. I encourage you to use Private Messages and the ChatBox.

Please post efficiently. I will list a posting order, to be posted later. Please post in this general order. If you do not post within a week of your turn, your turn will be skipped. If you miss three turns, you are booted from the role play. Posting order may be altered if it can be without breaking the story flow.

Magic is scarce and subtle. Be very careful when you choose your power. If your power is too broad, too powerful, or just doesn’t fit right, I will ask you to change it. Also, if you decide that your power is to calm storms, expect that your power can only do so much. It will be easy to calm some rain, nigh impossible to calm a hurricane (unless there is more than one person with the same power). Be detailed in your power, what its capabilities are as well as its limits.

Because magic is rare, I don’t want more than three characters per ship. If your character has no magical affinity, it does not count toward the three characters per ship rule. I know there aren't only three people on a ship. The rest can be NPC characters shared by players.

Be variable when it comes to occupation. I do not want nine captains, for I do not want nine ships. There should be around four different ships. We are going to have to work together to decide who is going to be on what ship, and what their occupation is. We can select four of any of the ships listed above. This rule is to make sure every character has someone else to interact with.

The Characters

- Artorius as Alphonsus
- Buzzwulf as Daniel
- Hello Danger as Chance
- Kathryn Lacey as Ramya and Hasina
- Mojave Wanderer as Grintawh
- Guilty Carrion as Tobias and Rai
- Gadreille as Dyna and James
- Undisputed as Bors


Character Sheet:

Spoiler:

If ye be needin' some references, look no further


Last edited by Gadreille on Mon Feb 20, 2012 1:56 pm; edited 22 times in total
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Post by Gadreille Sat Jun 18, 2011 1:34 pm

The Ships


Fasar's Hoard
Bram: Hunt for the Irinen OOC Xebec
Allegiance: Taken to Piracy
Type: Serpent class Xebec: Serpent class is the smaller, and faster of the Xebecs. That being said, it's speed came at a cost. It has a high difficulty level, so most of the larger than normal crew was focused on Navigation.
Length: 25 meters (approx. 75 ft)
Weapons: 14 gun, 7 for both port and starboard sides
Cargo: Basic Supplies
Original Crew Size: 35
Current Crew Size: 20
Captain Tobias Ormsby (Played by Guilty Carrion)
Carpenter/Surgeon Ramya Moshe (Played by Kathryn Lacey)
Gunner Bors Chandler (Played by Undisputed)
NPCS:
Quartermaster Renshin
Boatswain Jack Lux
Cook Dennis Greaves
First Mate Mary Alice Cordelia
Sailing Master "Mister" Mosey
Rigger Ike Lowe

The Jolly Possum
Bram: Hunt for the Irinen OOC Jonque
Allegiance: Taken to Hunters (disguised as Merchant) Taken to Pirates
Type: Jonque
Length: 60 ft
Weapons: 6 demi-cannons, three whaling harpoons, two bomb lances
Cargo: clothing, jewelry, shoes
Original Crew Size: 17
Current Crew Size: 5
Captain Chance Avery (Played by Hello Danger) deceased
Sailing Master Dyna Lee Cherali (Played by Gadreille)
NPCS:
Quartermaster Angel
Carpenter and Surgeon Doctor Pinster "Doc"
Boatswain Walter
Helmsman Carmichael
First Mate Mister Tomson deceased
Sailor Jannie deceased
Mate Laryl deceased
Mate Gottin deceased
Lookout Todd deceased

The Golden Albatross
Bram: Hunt for the Irinen OOC Bilander
Allegiance: Merchant Vessel
Type: Bilander
Length: 75 ft.
Weapons: Two 24-Pounder cannons and eight 6-Pounder cannons.
Cargo: Exotic goods
Original Crew Size: 20
Current Crew Size: 20
Captain Alphonsus Gillard (Played by Artorius)
Sailing Master Hasina Onnos (Played by Kathryn Lacey)
Guard/Marine Daniel Cotton (Played by buzzwulf)
Private Contractor Grintawh Hierdunstrife (Played by Mojave Wanderer)
Mercenary (posed as swabbie) James Roe (played by Ryona Noel)
Stowaway Rai (Played by Guilty Carrion)
NPCS:
Scrappy




Last edited by Gadreille on Wed Jan 25, 2012 9:17 pm; edited 28 times in total
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Post by Kathryn Lacey Sat Jun 18, 2011 2:18 pm

Bram: Hunt for the Irinen OOC Supervillain_Self_Portrait_by_tattereddreams

Name
Ramya Moshe

Age
Twenty-two

Gender
Female

Appearance
Ramya is not overly tall which is perhaps in her favor. At most, she could be about five feet and four inches. She has a well proportioned body and an hourglass figure which she accentuates in a female twist men’s clothing that she had specially commissioned. Her skin has olive undertones, and it’s lightly tanned from the sun. A few scars mark her flesh from the hard life she’s chosen for herself.

The woman’s chocolate hair is thick and straight and extends nearly to her derriere. She rarely wears it in any way other than loose about her shoulders or in a single braid down her back. Her full brows are the same colour and arch gracefully over eyes so dark they could be black.

Her nose is is small and straight though slightly turned up at the tip. It leads to a pair of full lips that seem slightly turned up at the edges even when she isn’t smiling. Her teeth are clean and straight, and her smile is almost dazzling when she flashes it.

Familiar
Triton, a yellow-eyed, black cat with “thumbs” on each paw

Weapon(s)
A flint-lock pistol holstered at her left thigh
A schimitar at her right hip
One double-edged dagger in either boot

Ability
Shadow Manipulation

Just like regular shadows, these shadows cannot harm anyone directly. However, they have their uses. They can be used to block the light, hide a person or a ship, or even to make someone think another is near either as a silhouette or as a movement at the corner of one’s eye.

Deity
Erint, God of Travel

Occupation
Carpenter and Surgeon ((subject to change))

Current Ship
Fasar's Hoard, a Pirate Ship

Personality
The first word people think when they think of Ramya Moshe is “feisty.” She seems to have copious amounts of energy, and she loves to crack jokes – especially at another’s expense. At times, she can even be crude and lewd like any number of the men aboard the ship. This woman is full of energy, and she has many moments where she can be quite aggressive.

Ramya can hold her own against any man whether it be mentally, physically, or hormonally. She’s not shy, and she didn’t have many women in her life to teach her how to be a “proper lady,” not that she did anything other than scoff at the very idea when she’s chastised for impropriety.

Ramya can hold her own against any man whether it be mentally, physically, or hormonally. She’s not shy, and she didn’t have many women in her life to teach her how to be a “proper lady,” not that she did anything other than scoff at the very idea when she’s chastised for impropriety.

Her anger can be fiery, but it’s often a way for her to hide any pain she may feel. It’s much easier for her to be angry than to be sad. She dislikes the idea of showing weakness, especially in public. Weaknesses are what get people killed as far as she’s concerned. Despite this, she can be quite tender and gentle when it comes to her skill with surgeries though she isn’t against telling a man to stop whining if she feels he’s over-doing it.

Background
Ramya Moshe killed her mother, or at least that’s how her grandfather on her mother’s side always felt it was. The truth was that her mother simply died due to complications during child birth. It was no one’s fault but fate’s. Her father, Vered, raised her.

In her younger years, Vered worked for the former King as treasurer. However, his young wife had no head for money, only for luxery. When Vered tried to advise the old King about potential money problems, he was shut-down and quickly replaced.

Luckily, Vered had always planned ahead of the game. He had saved much of his earnings, and he was able to afford caring for his small family. This was good because there was no way they would get help from Vered’s parents who had passed into the spirit realm or from Ramya’s mother’s parents who loathed the very sight of them both.

Though Vered had saved well, he knew that what he’d kept wouldn’t last the rest of their lives, so he took a job aboard a ship, bringing his daughter along with him. She was the only girl aboard the merchant ship, but that never deterred her. She grew up fast, and she grew up strong, learning how to fight, how to be a businesswoman, and how to do anything and everything aboard a ship from maintenance to surgery.

Ramya also learned something no one could have taught her in a million years: shadow craft. The young girl had always loved shadows, and she would often hide within them, playing opossum when she didn’t want to be found. Shadowy corners were her sanctuaries.

Eventually, she came to realize that it wasn’t a coincidence that no one ever seemed to find her when she would hide, and she realized that the shadows would do her bidding. It took a long time and a lot of effort, but she learned new tricks with them over the years, and she’s been working at strengthening her abilities ever since.

Sadly, when she tried to tell her father, he became very still and he commanded her to never tell another person about what she could do. It placed a strain on their relationship, and though they had been so close for so long, they began to grow apart.

When she was seventeen, she left the crew of the merchant ship where she’d lived and worked for almost ten years, and she tried to find her own way. Most of the time, this lead to her getting into trouble, but she could be very tricky with her wiles and with her shadows.

When she was nineteen, a black cat crossed her path, but there was no ill luck to be had with this one. She gave him a bit of fish, and he’s followed her ever since. Having grown up on a ship, she believed that cats were good luck, and they were useful. This particular cat had the added luck of being black and having an extra toe on each paw that resembled a small thumb. This aided him in catching the vermin he liked to eat, and it only endeared Ramya to him more. She named him Titan, for she traveled the seas often, and he always came with her.

One day, when she was at the middle of her twentieth year, she tried to steal from the wrong people. In the beginning they were angry, but one man knew they could use her skills – and her knowledge once she told them what other things she could do – and she was welcomed aboard their ship as a part of the crew.

Davey Jones' Locker
1. Drowned Middle Aged, Feale Civilian
2. Drowned Young Royal Navy Sailor
3. Shot Middle Aged, Royal Navy Sailor
4. Dagger Stabbed ((side and neck)) Young Royal Navy Sailor
5. Shot ((throat)) Middle Aged Royal Navy Sailor


Last edited by Kathryn Lacey on Fri Sep 02, 2011 2:47 pm; edited 5 times in total

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Post by Artorius Sun Jun 19, 2011 1:55 am

Name: Alphonsus Gillard

Age: 43

Deity (optional): Fasar

Power (if none, write none): None

Weapons: None (will use anything he can find)

Physical Description: Alphonsus is short, coming in at 5'3". He is also what many would call fat. He has a shaved head, and round face. His natural disposition looks either annoyed, or angry. His attire is both lavish and simple at once. He wears gold embellishments on a rather simple suit of brown leggings and a brown shirt. His face easily betrays his age as well.

Personality: Alphonsus is a greedy, plotting merchant, but oftentimes his conscience gets the best of him. He will generally second guess any decision that involves hurting another human. And though he will charge quite a bit for his wares, he has a soft spot for those less fortunate than him. Yet, there are certain people he doesn't like, foremost tax collectors and government officials who regulate trade. Secondly, he dislikes pirates who he believes make dishonest livings. However, he has been known to consort with either if the matter benefits him. He is also a merry fellow who loves to drink and have fun.

Biography: Alphonsus was born to a lower middle class family on the mainland. His father performed back-breaking labor in a stone quarry day and night, yet his pay, and ability to support his family, was minimal. As such, Alphonsus nearly came to despise the working class life and the pitfalls of a huge gap in income between the elite of society and the middle class. He also came to learn from the hard work of his father and admire it. Yet, he thought that his father did not utilize it to the best of his ability. When he came of age, around 16, Alphonsus decided to go and make a name for himself, vowing never to work for another, but be master over his own destiny. He borrowed loans from dangerous people and soon sailed out into the sea on a rented boat in search of exotic wares.

In a three year journey, Alphonsus had managed to discover exotic dyes, special plants, rare ores, and more. In a turn of luck, Alphonsus sold his goods for extravagantly high prices that were well received, especially by the gentry and aristocracy. The young merchant was much more ambitious though. In time, he managed to pay off the whole of the rent he had accrued for his ship as well as the loans he had taken out years before. For almost a decade, Alphonsus carried out the bulk of his work on the mainland, trading and selling goods to the highest bidder.

However, Alphonsus was losing his clientele and soon enough decided to look once more towards the sea. With the bulk of his savings he purchased a ship perfect for his merchant profession and set out on a voyage to find new wares. It was like a cycle and it played out exactly as last time had, except this time, Alphonsus found his hunger for gold could not be satiated. He set out on the high seas and sold his wares to whomever could afford, or needed them. Finally, at the top of his game and with maximum profit, Alphonsus caught wind of a rumor- gold, glory, and intrigue. It was the haul of a lifetime, the only problem was... he had to go and get it. Determined to find the ultimate treasure and win ultimate fame, Alphonsus set out to prepare for a journey to find the RS Irinen.

Occupation: Merchant

Current Ship: Merchant Ship
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Post by Gadreille Sun Jun 19, 2011 5:56 pm

Bram: Hunt for the Irinen OOC Pirate1

Name: Dyna Lee [Dyanaly Cherali]

Age: 25

Deity: Ton

Power: Luck. Dyna has the power to tip the scales in her favor. Smaller defeats, like getting a dice to turn, are simple. Larger ones, like getting a bullet to miss her forehead from a fair shot, are very difficult and wear her quickly. Her luck can be bestowed on others, so she tends to be popular to have around.

Weapons: Cutlass, Kukri knife and one flintlock pistol

Physical Description: Dyna is short, about five foot tall, with long, wavy brown hair that the sun has bleached red, with dark brown eyes. Her skin is darkened from long exposure to the sun. She dresses in cast off fine clothing, but when sailing tends to tie up her skirts and forgo the layers.

Personality: Dyna is eccentric, loud, and funny, and is happy to be in the spotlight. She enjoys telling stories that no one can really tell if they are true or not. Her power gives her a knack for gambling, but few who know her bother playing dice with her anymore. For all of her lightheartedness, she is extremely practical and if in a tight spot, her personality changes so seriously one might think she was not the same Dyna.

Biography: Dyna was born to Mr. and Mrs. Cherali, a merchant couple who would deep dive the oceans to find exotic shellfish. On their dives, they would also find historical artifacts, mostly junk, but some would sell. Dyna learned the ways of the ocean quickly, helping her mother, father, and brothers dive for their products, haul them in, and then sell them on shore markets.

She was particularily lucky when it came to attracting customers, and by age six was their prize advertiser when days were slow and people weren't looking to pay full price. She stayed at her parents' side long after her brothers enrolled with the royal navy to go and start their new life. The general plan was for her to take over the business at her parents' eventual demise.

However, one late night finishing up a dive, the storm caught them unawares, and Dyna's luck could not save them all. She found herself washed ashore on a bit of wood, the ship gone to pieces and her parents whereabouts unknown, though survival was doubtful. She didn't have the money or the dedication to try and restart the business, and quickly fell into ruin.

At this point, she survived by gambling, and it was at this point that she realized that her luck was something...more. She was careful with it, purposely losing here and there to keep unwanted eyes off her back. One particular night she was gambling (and beating) the navigator of a cargo ship, when she convinced him of her natural "luck" and asked to be taken on as an apprentice. He did so, and she learned the ways not only of making maps, but of compasses and wind patterns and geography and the subtle changes the seasons would bring. The closer she got to being a master, the more ships wanted her as their navigator, and not just because she was good. The rumor of "lucky" straggled behind her, but she always made sure it was a little too far behind her to be caught by anyone who might not like it.

Occupation: Sailing Master (Navigator) & Cartographer

Current Ship: The Jolly Possum

Davey Jones' Locker: Mother and Father, two men stabbed, and one woman strangled


Last edited by Gadreille on Fri Sep 14, 2012 2:13 pm; edited 5 times in total
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Post by Mojave Wanderer Sun Jun 19, 2011 7:26 pm

Name: Grintawh Hierdunstrife
Age: 53
Deity: Erint

Power: Grintawh has control over the direction of the wind. By himself, he can make a slight breeze, but to maximize the strength of his power, powerful winds need be already present. Unless he is creating a small breeze, in which he starts the origin, each time he uses his power, it already has an origin. Because he cannot create his own powerful winds, he must use the origin of the wind as the base. Grintawh cannot choose which ships are affected by the wind, so if another ship is in the path of the wind, the effects will be the same.
Weapons: Quarterstaff, medium sized curved dagger, and a flint lock pistol.

Physical Description: Grintawh is a quite short, standing at about 5’2’’. He has a crooked figure, standing hunched most of the time. Grintawh is very thin, he appears to be very frail, face gaunt, bones sticking out, and limbs long and thin, giving him a starved look.

His skin is a light color, although it shows much wear from many years and is slightly darkened. He has a large crooked nose, two large green eyes, and two large ears that stick to the side of his head. His lips are nearly colorless and they droop, making him appear as if he always frowned. His teeth are yellow and jagged from the many years and the rest of his mouth isn’t any better.

His long matted grey hair flows far down blending in with his grey beard, which goes far down his chest. His hair is slightly curled, but is not kept very well. Grintawh wears simple clothing, generally wearing many layers of cloth pants and shirts. He wears a long brown sash that he keeps his pistol and dagger in. He carries his quarterstaff to walk and carries a small bag on his other arm in which he carries simple supplies such as water and food, and wears his money pouch around his neck. On his feet he has light worn brown boots that go about halfway to his knee.

Personality: Grintawh is a wanderer, so he generally keeps to himself. He is quiet, and although he tends to avoid others, he is quite kind. He takes orders from whomever (As long as he gets his pay) and generally tries to stay out of arguments and fights. He is a very serious person, being always cautious and wary. His long journeys have made him unafraid of most of the things that roam the sea, but he has a distinct hatred for pirates. This hatred does not stop him from working with others however, because over time, he has learned not to be picky.

Biography: Grintawh was born to fisherman Hierdunstrife and his wife many years ago. His father taught him to fish but soon learned the true talent of Grintawh. Out of the many times that his father and he had gone fishing, this was the one that made his father realize what Grintawh could do. A large storm was moving in on Grintawh and his father as they were out fishing one day. The two would have died, but Grintawh opened the sails, and the wind began moving them quickly towards the shore. Grintawh’s father began testing this “magic” and soon realized that Grintawh could change the direction of the wind. As a child, Grintawh thought this was a change for the better.

Grintawh’s father began taking Grintawh to the local ports, and basically selling him on the promise of a quick journey. Grintawh spent more and more days aboard ships, simply sitting and waiting for the journey to finish, changing the wind as the captain asked. Half the time he would come back bloody and bruised, for others saw him as useless on the ship. When this did happen, his father would simply ignore it, and would send him back on another ship. His health became very poor and he got very near dying until he learned of the one of the flaws of his power.

On one journey he was sent on, there was no wind. There was only a slight breeze that simply cooled the ship. The merchant owning the ship promised his supplies, two weeks early, due to Grintawh being on the ship. When the ship returned, the merchant sent men after his father, and Grintawh never saw his father again. He ran away from his home, leaving his mother to fend for herself, and began his new life as a wanderer.

He then divided his time on land and sea, still making enough profits to survive while also not risking his health. Throughout his wandering life, he has worked for many different groups, treasure hunters, merchants, the royal navy, and even pirates, whom he despises. Grintawh continues in the way he always has, going from land to sea day to day. He has now been contracted to go on a ship in search of the lost royal navy ship, which is farther than even he has ever been.

Occupation: Private Contractor

Ship: The Golden Albatross

Davey Jones' Locker: Grintawh's parents


Last edited by Mojave Wanderer on Tue Jul 19, 2011 2:33 pm; edited 1 time in total
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Post by Undisputed Mon Jun 20, 2011 12:16 am

Name:Bors Chandler


Age:26

Deity:Mathyr

Power:
Sight. Able to sharpen his vision to the point where he can see a fly
on a barrel of a ship 1 mile away. Basically a built in telescope and
as such can see items far away, though 1 mile is the limit to seeing
small details.

Weapons:6 flintlock pistols, 1 long knife, and 1 self made rifle capable of faster reloads than the standard flintlock. (pirates were actually known to carry about 3-5 pistols at one time, since it took forever to reload them)

Physical Description:Large
build, 6'2" tall. Dark brown hair roughly cut at ear length, with light
brown, almost green eyes.A dark tan due to all his time on the decks of
a ship, he wears only light brown breeches, boots and gun holder straps
on his upper body.

Personality:Quiet and
thoughtful, tends to daydream a lot.Due to his large size, people tend to think his silence and
slower responses are a mark of low intelligence, but those who know him
know that to be false, that he likes to think things through before
making a decision, or a remark. Has a surprising sense of honor for a
pirate, refusing to hurt women or children(though of course he has
little problem taking their possessions). It takes a while to gain his
trust, but once gained he opens up more and becomes friendlier, and is
fiercely loyal.

Biography:As a boy, he grew
up the son of a sailor in the Royal Navy. His mother (Sanda Chandler)
was a farmers daughter who ran away to be with his father (Deromin
Chandler). They were not a rich family,but did well with his fathers
Navy pay, and his mother working as an aid to the local physician. Bors
first picked up a gun at 6, awed by the shape and feel of it, of having
something so powerful in his little hands. His father laughed when he
saw the wonder on Bors face, and took him out shooting the next day.
Since then, Bors did almost nothing but shoot, his
father guiding
him whenever he was in port and home.Soon he became the best marksman in
his town, and in the surrounding towns as well. His father taught him
that sight and calmness were everything, that those who bragged and
boasted the loudest, especially while shooting, were never going to be
as good as they might have been.

At age 11, Bors noticed that sometimes when shooting at a target, it would seem to grow, as if it was only
inches
from his face. Curious, he continued to try it on farther and farther
targets, concentrating till his head seemed about to burst, and was able
to see up to 2 miles before he felt that he hit his limit.

As
his abilities grew, his father also taught him gunsmithing, saying that
to truly be able to use a gun, you had to know it as well as you knew
your own body. Bors took apart and cleaned all his weapons. Pistols,
rifles, canons, etc. He became familiar with their workings, and even
started tinkering with a few ideas he had in his head to make reloads
quicker, and to be able to shoot multiple rounds in rapid succession
before having to reload!

At age 16, tragedy took his family. His
father discovered multiple officers in the Royal Navy raping young
women, laughing at his protests, saying they were only peasants, lowly
farmers and shop owners daughters and wives, who owed them money. Bors
father immediately went to the Admiral in charge of the fleet, bringing
up the charges. Little did he know that the Admiral was part of it all,
and would do anything to silence him to make sure the truth never got
out. That night, Bors was outside of town, testing a new rifle he had
customized. Upon returning home, he saw his house torn apart, and his
father dead on the table, a pistol in each hand. Racing upstairs to a
noise, he burst in on 2 men brutally raping his mother. Filled with
rage, he killed the 2 men. His mothers injuries were too terrible
though, and she died in his arms. On the dead men, he recognized the
standard issue Royal Navy pistols and cutlass, identical to his fathers.
Since this day, Bors has harbored a deep hate for all Royals, and took
to pirating. Over the years, the pain healed and he came to trust again
and make friends, but his hate for Royals is still strong.

Occupation:
Gunner

Current Ship:Fasar's Hoard

Davey Jone's Locker: To be updated


Last edited by Undisputed on Tue Nov 08, 2011 8:03 pm; edited 2 times in total
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Post by Buzzwulf Tue Jun 21, 2011 6:24 pm

Journal of Daniel Cotton, May 13

The Dead don’t speak.

They bear whatever wounds they carried in life, before their deaths. They may nod, or shake their heads, or even laugh silently. But they have no voices. I don’t know why.

Maybe there is nothing left but to wander aimlessly after we die.

I certainly hope not. God forgive, these years of life that I have spent will come to more than simply wandering these same salty plains I’ve seen all my life. Yet somehow, this seems like it will be my fate. The ocean is all I know, and Mathyr help me if something inside me doesn’t find the notion of exploring her mysteries attractive.

In my twenty-four years, I have found myself adrift upon many shores. I have been helped by strangers and beaten nearly to death at the hands of the same. What I would give for something I could call a family, I cannot say. I have nothing to give, truly, only several pieces of eight to my name. In the meantime, I shall use the skills I have, and ship out once again. With which crew I know not, If any crew at all.

All I have to my name, I write now in these pages. One trusty sabre, though slightly pitted from wear. It has served me well since I left the kings navy, and it shall serve me now. Two pistols, in poor repair. Sometimes the sea air dampens the powder, and it must be repacked. Some powder and shot for the pistols. Hopefully someone will be able to fix the things, though I have little money to pay for such extravagances. Two parcels of serviceable clothes, and a naval dress uniform. A pair of good boots, buckled and of supple leather. And several pieces of eight, enough to purchase lodgings until I can find a crew that might take me.

Though that might be difficult in times like these.

If only the Dead would hide from me. If only my brother would stop staring at me as he does. Even now he glares daggers at me from the other side of my small room in the inn, furious and impotent. I am sure that the ghosts some speak of do not exist, or are the tricks of charlatans, for if the Dead had power to affect this world, my brother would surely avenge himself on me. Thomas was never forgiving, and the wound in his throat shackles him to me as truly as iron does a criminal.

The pair of pirates I have killed in the king’s service stand here with me as well, but they are less bothersome, not kin. They generally just elbow each other in the ribs whenever some barmaid saunters by, or make faces and try to make me laugh. Malthyr knows it has been years since I laughed, or had a woman, or even went to church.

I certainly hope that my appearance is none too terrifying, and that it will not keep me from seeming too unkempt to complete my duties. I have found myself with a week’s worth of growth on my chin, and I fear I have not bathed for some time. Regardless, the seas are rough. Surely someone will find themselves needing of protection to hire an ex-King’s man, whether or not he has shaved.

And once again, the sea calls to me, unheeding of my desire to go. It is all I know.

The tides and the Dead.



Name: Daniel Cotton

Deity: Mathyr

Age: 24

Power: Daniel can see the dead, or those that people believe they have killed. He sees them in relation to the one that killed them, chained along by ghostly tethers. Daniel carries such a chain himself, though he prefers to keep it from becoming longer if he can at all help it. The dead do not speak or impart any other kinds of information, but the manner in which they died can tell Daniel things about a person.

Physical Description: Daniel stands at 6 feet 3 inches, and is quite powerfully built. He moves like a man that knows how to handle himself, as indeed he does. However, he sometimes forgets to bathe, or shave, or any other kind of physical upkeep. He is tormented by the spirits that follow him and the spirits that he sees every day. He also has lost his left eye, though it seems not to hinder him greatly. It is no great gift to know that a man you share a tavern with one night has killed a woman in his past, or that she still looks at him with a kind of love. Daniel does not want to know these kinds of things.

Personality: Daniel does not laugh, or even smile much. He doesn’t really speak when not directly spoken to either. It just isn’t in him these days. What he does do is pretty much whatever people that hire him tell him to do. He is very good at taking orders. He tries to protect those that need it, and doesn’t throw his strength around just to show that he has it. He does, however, have an aura of quiet danger around him, and something in his eyes says that he is not one to be trifled with.

Biography: Daniel was born the son of a officer in the kings navy, and assumed as he grew that he would enter the navy and become an officer himself, as his grandfather had been before his father and his grandfather’s father. His father always told him that without the seas, a man was nothing, and Daniel took to the ocean like a fish. He could swim, tie knots like a champion before he was ten, and scrap with any boy that thought he could take him on.

Unfortunately, this included his own brother, Thomas. Thomas was always one to hold a grudge, and never really cared much for the ties of family. When he and Thomas were teenagers, they fought over the same girl. Thomas went after Daniel with a knife, and in the ensuing struggle, Daniel lost an eye and Thomas lost his life. If only that had been the end of it.

Thomas never disappeared, even when his body was laid to rest. Daniel fled to the royal navy half a world away, and his father has not seen him since. Even across the continent, Daniel has not been able to escape the ghost of his brother, though he did learn that his brother is not the only of the dead that he could see. Others in the navy also seemed to carry the ghosts of those they had killed, though they were unaware of the fact. Daniel was not inclined to tell them.

He quickly gained a reputation for being both bright and as tough as nails, even if not particularly inclined to conversation. He took orders well, and could shoot fairly straight, and that was what they were looking for. If he seemed to stare off into space sometimes, well, perhaps he was just a bit daft. Daniel spent seven years with the navy, learning all about ships, and had his first restful nights since the encounter. He saw the ocean, and lands beyond the mainland, and his curiosity was roused.
But Daniel eventually ended his stint with the navy, and began hiring as freelance guard for any crew that would have him.

Occupation: Guard/Marine

Current Ship:

Davey Jone's Locker: Two pirates and his older brother, Thomas


Last edited by buzzwulf on Mon Jul 04, 2011 5:51 pm; edited 4 times in total
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Post by Undisputed Wed Jun 22, 2011 4:46 am

ahahha, after reading about your character, i kinda want to RP with her BuzzWulf! Kinda reminds of an Aes Sedai.....And since i been reading the WoT series it hit me closely lol. I hope we meet sometime, on the high seas Wink
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Post by Buzzwulf Thu Jun 23, 2011 9:08 pm

ooops, my WoT roots are showing Embarassed

But yeah, pretty much exactly like that. I'm sorta trying something I've never written before, hopefully it'll work out
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Post by Mojave Wanderer Fri Jun 24, 2011 4:57 pm

Here's what we have for our merchant ship:
The Golden Albatross

Captain: Alphonsus Gillard
Type: Bilander
Length: 75 ft.
Crew: 20
Weapons: Two 24-Pounder cannons and eight 6-Pounder cannons.
Cargo: Exotic goods

I still havent heard from buzzwolf, so some things may still change

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Post by Hello Danger Sun Jun 26, 2011 11:51 pm

Name: Chance Avery
Age: 36
Deity: None
Power:
Precognition-
Ability to perceive the future. It normally is expressed in vague dreams while asleep, and at rare times it can be clear and can occur at will. It may also be used as a form of "danger sense" to show the person that they are being threatened and from what direction it is coming from.

Weapons: Rapier, parrying dagger, and two flintlock pistols

Physical Description:
Hair- Dark brown and shoulder length pulled back into a ponytail
Eyes- Blue
Height- 5’9
Weight- 175lbs
Build- Short, stocky, fit

Personality: disgruntled, sarcastic, thick-headed, self-entitled, loyal, adventures, short tempered, and dependable.

Biography:
Chance Avery, like many young across Bram, was a kid nobody cared about. His mother, who was 18 at the time of his birth, belonged to a respectable farming family in the Mainland. His father, a run-away in trouble with the law, came into town and swept the naïve countryside girl off her feet with talk of adventure and excitement in far off cities. Their relationship didn’t last more than a few weeks with his father high-tailing it out of town before ever learning of the pregnancy. His mother, young and heartbroken at the time, and her family, ashamed of whom the boy’s father was, resented Chance and treated him as such.

Chance’s early youth was spent working his family’s fields during the long hot days, and dreaming of adventure, fame, and fortune by night. It only took him 12 years to realize if he wanted his dreams to come true, he would need to leave the Mainland. He hit the road where he learned to fight and survive, working odd-jobs to make ends-meat, and most importantly where he discovered his power.

His dreams of fortune, fame, and adventure became clearer and less like figments of a young man’s imagination and more like visions of a reality that had yet to happen. It’s these segments of his life to come that fueled his passion for greatness. As he attempted to unlock his future, he also began to realize his power had other uses. The more he learned to use his ability to his advantage the closer his dreams came to coming true.

By the time Chance was 24 he had gone from farmer to hunter, miner, shipwright, and a number of other trades until finally finding his knack as a sailor and swordsman. For the next two years he worked for several fishing and merchant boats. It was at the age of 26 that the visions of his youth seemingly took fruition. It all be began with the meeting of Captain Neal Swanson, an ex-pirate and treasure hunter.

Captain Swanson was recruiting experienced men for what he called “a chance of a lifetime”. He told of a map of the Gods, one that led to a priceless treasure. The Captain’s story sounded familiar, for Chance had heard it before in his dreams. He knew it was his calling.

As they unraveled the mysterious of the map, Chance and Captain Swanson became good friends over the next several months. They were close to finding the treasure; Chance had seen glimpses of it in his mind. But he couldn’t have been more blind to the full truth. They were not the only ones searching for the treasure. A group of pirates, the same group Swanson once sailed for, and the very same group he stole the treasure map from, was out for revenge and their map.

The two ships finally met in an epic battle. The treasure hunters were outnumbered, and ill equipped for such an exchange. During the fight Swanson and many others were killed. Chance and only a few others barely escaped with their lives.

With Swanson dead a new Captain needed to be elected. Chance being a strong fighter, experienced sailor, close friend to Swanson, and his deep involvement with the quest made him a suitable replacement. He was made Captain and the journey continued.

The pirates did not give up; they wanted their map. They caught back up with the treasure hunters and planned to wait till night fall to take the ship by surprise. Chance saw the would be attack in a rare very clear vision and prepared an ambush of his own. When the pirates attacked that night, Chance and his crew sprung their trap, defeating the pirates, and earning Chance the right to call himself Captain.

With no competition, Chance and his crew were able to turn their full focus on searching for the treasure they sought out to find nearly two years prior. Shortly after their victory over the pirates, they completed their quest. It was considered to be one of the grandness treasure finds of all time. Riches, writings, tools, and other artifacts were found that dated back to the time of the Gods.

It was a huge find that propelled Chance’s reputation as a treasure hunter to new heights. His name and story was mentioned all across Bram. His dreams of fame, fortune, and adventure had come true, but were unfortunately short lived. Only six months after finding the treasure did the Royal Navy (under the King’s order) confiscate the entire load, including one particular artifact Chance had taken an obsessive liking to.

The Boots of Erint, one of a set of three magical artifacts called The Traveling Set of Erint. While Chance and his men were compensated, the Boots of Erint were a priceless find. He made his new mission to find the other two pieces to the set.

Chance spent that next near eight years of his life, running his reputation into the ground, and going broke following nowhere leads. With the recent disappearance of the RS Irinen and the Royal Navy’s heavy interest in getting her back, Chance has focused his efforts on claiming the vessel for himself.


Occupation: Treasure Hunter/Captain
Current Ship: (to be named)
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Post by Undisputed Mon Jun 27, 2011 1:36 am

Haha, something right out of a movie script HD Razz Seems you wold favor the deity Fasar though, with all your wandering and those Boots of Erint (Traveling set of Erint, yes?) So....the god of travel must smile on you Wink
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Post by Guilty Carrion Mon Jun 27, 2011 5:51 am

Bram: Hunt for the Irinen OOC PirateCaptain

Name: Tobias Ormsby
Age: 34
Gender: Male
Deity (optional): Arch and Ton
Power (if none, write none): The Blackened Hand of Arch

The Hand is simple in its function. Unchecked, it brings forth misfortune and disaster onto those who bear its mark. Tobias’s has been calmed, through the blessed wraps that adorn his right arm, hiding the blackened skin from view. If exposed from these wraps, the Hand will steadily increase in its magnitude, growing from simple bad luck, into life-threatening disasters if left to its own devices. The longest it has ever been exposed has been 4 days, which caused a storm capable of destroying Tobias’s entire ship.

Every attempt Tobias has made to control the curse has ended in failure, and there appears no true way to make the marking disappear, or even obey. So far, he is content to have it dormant.

Weapon(s):
-One Cutlass sheathed at his left hip
-One boarding dagger at his right hip
-Numerous knives of varying length stored throughout his jacket
-Four flintlock pistols, fastened around neck by length of rope(2 to a rope) for easy access in combat, worn in holsters outside of combat.

Appearance: Tobias stands an even five foot eight inches. His body is well muscled and toned from many years of fighting, sailing and looting, and the captain boasts more than his fair share of scars from the numerous scraps he’s been in. A life under the sun has given his skin a light brown tinge, although the skin darkens rapidly at his right elbow, into an eerie, gnarled black that covers the entirety of his forearm.

Dirty blonde hair usually hangs wild around his face, dangling just below his shoulder blades. During battle, or in more ‘civilized’ settings, Tobias will tie it up in a loose ponytail to achieve some measure of ‘formality’.

His nose is thick and strong, a dominant feature on his narrow face. His eyes are ice blue, but they lack the edge one would expect from a pirate captain. His chapped lips often sit in the slightest of frowns, but the right words can tug the corners up into cheerful smile.

Captain Ormsby has an old captain’s jacket of midnight black, with slightly aged silver trimmings that he often wears over his bare chest. Despite its age, he keeps it in remarkably good shape, the jacket marked with only the lightest signs of battle. His right hand is always covered by a length of tightly bound fabric, hiding his hand and forearm from view.

Personality: As a captain, Tobias is a stoic, commanding man, expecting nothing less than perfection from his crew at all times. Any mistake could cost them all their lives and failure to accomplish one’s work is met with swift punishment. Swift in his decisions, and absolute in his enforcement, Tobias has earned himself his rank through dedication, and a firm grip on the crew beneath him.

As a pirate himself, however, Tobias understands that they aren’t in the navy, and allows his crew the time they need for R’n’R, as long as they haven’t been slacking off. Some nights, he will descend to the crew quarters himself, and enjoy a few rounds with the others, swapping tales until the alcohol claims them.

In private, Tobias carries an air of quiet composure, and speaks in a gentle tone unfitting to a man of his rank, or breed. He seems perpetually burdened with something far beyond the concerns of his men, but what it could be is a secret he never shares.

Biography: Tobias was born to a serving wench in one of the numerous taverns that litter the coasts of Bram, his father a pirate whom never had the pleasure, or displeasure, of meeting his bastard son. Raised in the tavern, Tobias spent his younger days serving ale and food to the rough men of the sea: listening to their tales before bed, of battles, women and vast riches beyond imagination.

Needless to say, his dreams filled with tales of glory, and the boy spent more and more of his free time learning from the sailors that came to visit the tavern, absorbing everything he could fit into his brain. At the age of twelve, one of the merchant men offered to give Tobias a position on his ship as a cabin boy. Knowing that this was the chance for her son to get out of the tavern, his mother gave her blessing, and Tobias went with the man to his ship.

There, he learnt the basics of sailing from the crew, and under their tutelage, prepared himself to one day become a full-fledged sailor in his own right. The captain taught him of the finer points in life, like being presentable, and the value of coin. Tobias had the small blessing of avoiding the fiercer parts of sailing till he was 16, and the ship was attacked by pirates. The lateness of the tragedy proved to be his only blessing, as his ship was boarded and subsequently slaughtered by the pirates, Tobias surviving only by his wisdom of hiding himself away in the captain’s quarters.

When the Pirate Captain found the young man, there was stillness that hung over the raider, as he considered what he could do with the survivor. The man asked roughly if the boy knew how to sail. The basics, was his shaky reply. The man was silent for another long while, before a lopsided grin split his face.

It was his ‘lucky’ day.

The pirates had taken quite a few causalities in the unexpectedly hard fought battle for the ship, and Tobias was lucky enough to be selected to replace one of the missing men…if he lived up to the Pirate’s wishes. For the next six years, Tobias sailed the seas under the sails of black, learning to fight, to steal, and to raid with his new crewmates. Part of him loved the thrill of it all, the rush of battling and the victory over another man, when life hung in the balance, and you proved you wanted to live more. He grew into a pirate, and though the captain that had chosen him had long since past, the crew were glad to welcome him as their own.

On a typical raid, shortly after he turned 26, Tobias stumbled across a small map, marking an island just a few miles away. The crew, eager for more bounty to be had, set a course, and the captain took a small group ashore to search for the map’s promised bounty.

As the group split off to search for the treasure, Tobias stumbled across a small cavern, and descended into its depths. For what felt like hours, he walked deeper into the earth, until finally, he found himself before a shrine to the god Arch. Long dried blood stained the altar, and countless bones littered the stone around him, but his attention was focused on the blackened sabre that rested atop the shrine. Laying his hand upon the blade’s handle, he lifted it easily, surprised by the light of it, and soft sound it made as it effortlessly carved through the air.

Examining it more closely, he could barely make out some unknown language across the blade, but as he murmured the words, the weapon pulsed once, with dark green light, before a blinding pain engulfed his arm. In horror, he watched as the black of the blade slowly ebbed away, running down into his arm like a liquid, the skin hardening, and burning as the ‘liquid’ raced up his forearm, stopping just short of his elbow.

The sabre crumbled in his grasp, falling into worthless ash as if it had aged millennia in seconds. Clutching his mangled arm, Tobias raced back to the surface, stumbling across the uneven surface like a child before he burst into the land above once more. The crew returned fruitless from their journey, and without pausing to worry the effects of his mangled limb, set out for port once again.

3 nights in, a great storm overtook the ship, and destroyed her with an ease unheard of. Tobias managed to escape with his life, drifting for days until he once again reached port. In town, he found aid in the form of an old priest of Ton, who claimed to have once seen an arm such as his before. A curse, from the War god Arch, that brought misfortune and disaster upon the bearer so long as its powers remained unchecked.

However, nothing was without its balances. The natural opposite of Arch, Ton, was the violent war god’s counterbalance, providing order where he sowed chaos, and law where he sought anarchy. A wrapping, blessed by the Goddess of Law and Balance, was craft, and bound tightly round the Hand. It worked, sealing the rampant curse back inside, and leaving Tobias to live his life once more.

It wasn’t long before he joined another pirate crew, and quickly made a name for himself amongst the crew for his dedication, and his growing skill in combat. The misfortune of his recent days weighed on him, but he dove deeper into his training and serving the crew to distract himself from the doubts plaguing his mind. When the current captain met his end on the receiving end of a cannonball, the crew put forward Tobias as a potential captain, and he faced off against his competitors in single combat to prove himself. He won in three swings, and claimed the title for his own.

Since his victory, Captain Ormsby has lead the crew of Fasar’s Hoard, earning himself a reputation as one of the best swordsman on the sea, and boasting a bounty for his head that made some royalty look poor. For all his success, however, he has never been free of the Hand, and its presence and threat loom over him always, even in the moments of his greatest triumphs.
Occupation: Pirate Captain
Current Ship: Fasar’s Hoard

Davy Jone's Locker: Arch's Sabre and her crew(destroyed by a storm), countless Royal Navy soldiers(varying blade and gun wounds), pirates of varying shapes and sizes(varying wounds), a brothel owner(strangled), Billy Graver(pistol shot to the forehead), Pirate(cannonball to the chest).
There he is. Lemme know if anything needs fixed or what have you.


Last edited by Guilty Carrion on Fri Sep 02, 2011 11:14 pm; edited 1 time in total
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Post by Gadreille Mon Jun 27, 2011 12:36 pm

Very cool, Plague. Very cool.

IC is up! Sorry I stole Gibbs so quick, but I couldn't imagine a better Boatswain Very Happy
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Post by Gadreille Tue Jun 28, 2011 11:24 am

Alphonsus, Er, I mean Artorius, shall I write "Scrappy" and "Stowaway" under the NPC list for The Golden Albatross? If so, is there anything more you want me to add about them (such as position for Scrappy, or real name, or name for stowaway?)

Edit: Also, forgive me if I missed it, but I'm not sure where in Bram you are.
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Post by Artorius Tue Jun 28, 2011 3:22 pm

My apologies, if its alright with the rest of my crew, I'd like to be at a port near Cherom. As for Scrappy and the stowaway, sure! As far as descriptive information for the two goes, I'd say maybe just add it as the story goes on, if thats fine with you.
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Post by Gadreille Tue Jun 28, 2011 3:26 pm

Yea, that is fine Smile I just wanted to point it out so that hopefully others who write using NPC's will remind me to list them, since I might miss it sometimes. I'd go ahead and add the detail of you being in Cherom to your IC post. Everyone here is really easygoing and I doubt they mind!
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Post by Undisputed Wed Jun 29, 2011 2:56 pm

Here's what we have for our Pirate ship:
Fasar's Hoard

Captain: Tobias Ormsby
Type: Serpent class Xebec
Length: 25 meters
Crew: 35
Weapons: 14 gun, 7 for both port and starboard sides.
Cargo: Basic supplies
Comments: Serpent class is the smaller, and faster of the Xebecs. That being said, it's speed came at a cost. It has a high difficulty level, so most of the larger than normal crew was focused on Navigation.
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Post by Gadreille Thu Jun 30, 2011 9:28 pm

Clap Yay for posts. So, I'll add Boatswain Jack Lux to your NPC list. Edit: Oh, wait, it's first mate Jack Lux isn't it? Please clarify my ailing mind.

Also, I keep forgetting to mention it, in my IC post I note that she's had a previous run in with pirates. The plan is that she had a romantic affair with someone who she didn't realize was a pirate until after the 'deed was done' so to speak, and she is going to find out eventually that she is pregnant. I wanted to mess with the character and do something different, and challenging. Chances are that with how slow role playing is it will be years before we reach nine months; and with her lifestyle, there is a good chance that we will never reach a safe birth of this child...but anyway, it just didn't seem to fit anywhere in her character sheet, but I wanted to let you all know of this idea.
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Post by Undisputed Thu Jun 30, 2011 9:45 pm

Ah, yes the NPC list. I may want to start a list, and my 2 companions can add to it as they wish! And he is the Boatswain. the swing manager of the pirate world lol.
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Post by Kathryn Lacey Fri Jul 01, 2011 10:12 am

I'm psyched for this. Now that the tone for my group is set, I have no qualms about posting when I have time. Blah... Too much real stuff to do in real life today. ^;_;^

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Post by Gadreille Fri Jul 01, 2011 12:32 pm

Awesome Smile We're making pretty good time as it is.

I wonder how the merchant will react to a magic user?
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Post by Artorius Fri Jul 01, 2011 12:50 pm

Hey Mojave did you want to do a collab? If so, meet me in the chatbox please.
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Post by Gadreille Fri Jul 01, 2011 1:07 pm

Feel free to collab, but please wait to post it until the other four get their first posts up Smile
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Post by Gadreille Sun Jul 03, 2011 12:46 pm

*poke*

Wow, the new guys all posted. Now where are my seasoned warriors? Wink
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Post by Kathryn Lacey Sun Jul 03, 2011 2:03 pm

Ar!

:: coughs :: Sorry about that. I think I had something in my throat.

Anyway, I have some time to start really reading through the posts and deciding on how to go about writing mine, so I should have a post up by Monday evening at the latest. ^^_^^

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Post by Gadreille Sun Jul 03, 2011 2:45 pm

Laughing

Yay for posting! I look forward to reading it Smile
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Post by Kathryn Lacey Sun Jul 03, 2011 2:51 pm

Yeah. I've already begun to work on the post. My finishing it depends on how bored my love gets before he starts to pick at me. =P

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Post by Gadreille Sun Jul 03, 2011 3:30 pm

If you need me to, I will fight off your love with a stick until you finish. Poke
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