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Epyon

Pirates of the Realms OOC

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IC

 

(This RP is based on the Forgotten Realms books with a focus on the Sword Coast of the subcontinent Faerûn. Here is a wikia to get you up to speed as well as a map of the area that will be the main focus.) {Ye olde Gods}

 

Introduction: Those who sail its waters call it the Sea of Swords, for long has the Sea of Swords been plagued by pirates who prey upon fishermen, merchants, and the arrogant nobles that stray too far from their escorts. Unfortunately, the pirates have started to become more ruthless, more daring. Now the burning wrecks of ships surrounded by the grotesque sight of the murdered crew are becoming more and more common. The Lords of Waterdeep have sent out a call throughout the Silver Marches, asking for brave adventurers to come to Waterdeep and help them combat the growing threat of the pirates. Adventurers have since been coming to the City of Splendors from as far as the great human cities of Silverymoon, Everlund, and even Sundabar in the east, to as far north as the frigid tundra of Icewind Dale. Even the elves of the Moonwood have answered the call. In preparation for their new pirate hunting fleet, the Lords of Waterdeep have commissioned the shipyards and the wizarding community to begin building more ships specifically to hunt down these pirates. By the time the first of the adventurers came through the gates, ships of all sorts were waiting for them, from the small, agile frigates and schooners to the large, imposing galleons and caravels. Will these adventurers succeed in their mission or will the blade of a pirate lay them low?

 

Rules:

  • No god modding, power playing or modding in general
  • Posts are to be at least four sentences long.
  • Spelling and grammar are important. No chat speak.
  • Only two characters per RPer. Magical companions are limited to one per character.
  • Character sheets must be posted in the OOC
  • No OOC comments in the IC, that's why there is an OOC.
  • No Mary Sues or Gary Stus and none of the Anti Mary Sues or Gary Stus either. This may be a fantasy RP but there is still a line.
  • Respect and courtesy is paramount! If there is a problem, be mature and settle it in PM or message me and we'll work on it.
  • If you are leaving for an extended period of time, let me know! A lot of RP's meet their untimely end because of people vanishing without a trace.
  • Do not kill off another players' character without their permission.
  • No firearms.
Character sheet is as follows:

 

Character sheet is as follows:

[B]Username:[/B] 
[B]Name:[/B]
[B]Race:[/B]  
[B]Age:[/B] (Minimum: 18 for humans, 70 for dwarves, elves, gnomes, and 20 for halflings.)
[B]Gender:[/B]
[B]Class:[/B] (Warrior, Knight, Ranger, Shield Dwarf, Mage, Cleric, Sorcerer, Priest/Priestess.) 
[B]Weapons:[/B]
[B]Appearance:[/B]
[B]Personality:[/B] (i.e. How do your characters react to unfamiliar situations? How are they when they are left alone to their thoughts? Are there things that they aren't particularly good at?)
[B]History:[/B] (Optional)
[B]Pirate or Pirate Hunter or Merchant: [/B]
[B]Rank:[/B] (Captain, First Officer/First Mate)
[B]Ship Name:[/B]
[B]Ship Type:[/B] 
[B]Personal Flag:[/B]  Only Captains should worry about the Personal Flag.

Edited by Epyon

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Setting of Faerun: Faerun is a continent that is about the size of the Afro-Eurasian (Africa, Europe and Asia) continent here on Earth, with terrain as varied. In this RP, we will focus more on the lands north of Memnon and the Calimshan kingdom and west of the Snowflake Mountains and the desert Aunorauch, which is bordered by the human and dwarf city, Sundabar. The entirety of the Western Coast and the lands between those borders can be used for this rp. Economically, Faerun is comparable to the mid to late Middle Ages of Europe. Technologically, the story is the same as in the mid to late Middle Ages, thus the rule of no firearms. In this world, however, gunpowder is known as a magical substance named smokepowder. It is very unstable, as it is just now making an appearance thanks to the Gondsman monks bringing it from the eastern continents. It is more likely to cause harm to the user than the target; on a ship that can be very bad. Socially, most of the population is loosely arranged in a semi-feudal system. Humans exist in this world, in addition to elves, dwarves, gnomes, halflings, orcs, various goblinoids, various giants, dragons, lizardmen and an exotic species named the qullan, though not much is known about them.

 

Waterdeep Harbor: The harbor of Waterdeep truly is a sight to behold. Ships from all the cities of the Sword Coast can be seen docking here, from the merchants of Luskan up north to the merchants from the Calimshan kingdom to the south. The stretch of the city that borders the harbor and dotted with an assortment of taverns and bars is named Dock Street. Sailors come to enjoy a night of food, drink, and story-telling with crews from other ships. It is here where the adventurers gather, recruiting each other and any volunteers onto their respective ships. Waterdeep.

 

Magic, both arcane and divine, is possible in this world and both are very distinct from each other. Arcane magic is used when the mage taps into a mystical field known as the Weave. Divine magic is made possible by the deities of Faerun, which have a fairly active role in the world. There was once a time where the deities were having a shift of power within the pantheon and the magic that comes from their presence became out of reach to their priests, priestesses and shamans. This time period was known as the Time of Troubles. In addition to this, there are other planes of existence such as elemental planes, planes of demonic origins, planes of angelic origins, and even a plane of light and a plane of shadow. Sorcerers, Priests, and Magi can summon denizens from these planes of existence. The most common and safest method is through a summoning circle, the effectiveness of which depends on how well the glyphs and runes are etched. If they are sloppily scrawled in, even a minor denizen of another plane can break through the circle and kill the summoner if it feels so inclined.

 

Edited by Epyon

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Okay, I'll bite.

 

What exactly did you have in mind for this? Or is this going to be a sandbox thing where anything can go?

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OMG A question! :3

 

Alright, one main plot I am trying for is pirates are ravaging the seas, attacking merchant ships, leaving none alive, that sort of thing. As this goes on, the pirates begin to face a new threat in the form of pirate hunters who guard merchant ships in addition to their objective of hunting down pirates. Eventually there will be an all out war between the pirates and the pirate hunters. Both parties will be playable so skirmishes are inevitable. Eventually I'll see if a full scale battle between the Pirates and the Pirate Hunters can be accomplished. Otherwise it'll be a sandbox. It should be noted however that cannons will not be available, but a single wizard/mage can do some serious damage to a vessel.

 

One thing I will insist on is having at least 3 players per ship. One Captain, one first mate and a deck boss. The amount of NPC's will be dependant on the type of ship the Captain chooses. The largest ship I will allow will be the Galleon. With the smallest being a Frigate. Exceptions will be handled on case by case basis, however 3 players minimum per ship is not negotiable. 5 players maximum.

Edited by Epyon

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A new class for those caught between mage and any one of the melee classes. Spellsword. A swordsman that is adept in spells as well.

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Hm. Count me in.

 

Usually I play a magic-based character, but I think I might consider something else like the Spellsword you meantioned. Also, are half-elves fair game?

 

I'll give everything another readthrough and make my sheet sometime this week.

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Alright Narvix.

 

Now for mine.

 

Name: Zaknayrr Rilynath

Race: Drow Elf

Age: 591

Gender:Male

Class: Ranger

Weapons: A sturdy longbow made from mahogany that he uses on occasion, preferring instead to use his two hand and a half swords (censorkip.gif*** swords) that have been forged from mithral by an old friend from one of the dwarven settlements.

Appearance: Zaknayrr is a little on the taller side of the elves found along the Realms, standing at 5'8 and with a bit more muscle but he still retains the graceful figure all elves possess. Due to his heritage as a dark elf, his skin is the same color as obsidian with his silvery white hair cascading down to hang just above the small of his back though he always keeps it in a braided ponytail. Indigo blue eyes peer out from his angular, handsome face that twinkle with excitement with every adventure. He wears a tight fitting forest green tunic that he pairs with light brown pants, the bottom of the pant legs have been carefully tucked into the knee high black boots he wears. Wrapped around his waist is a masterfully crafted belt of leather with ornate scabbards that house his censorkip.gif*** swords

Personality:Good-hearted and honorable: words rarely used to describe a dark elf, but in Zaknayrr's case, the words are often said. Zaknayrr is good-hearted and unjudging to those he does not know. He is empathetic and will often help those who need it. He often greets others warmly if given the chance and will actively pursue a friendship if he finds a kindred spirit within someone; however, he laments when someone judges him for the sins of his people. Though he is skilled in battle, he despises war and often tries to negotiate before drawing his blades. Stress is nothing new to Zaknayrr, so he picked up singing songs to relieve the tension he is feeling. In an unfamiliar setting, he is often silent but his mind is always open to those who wish his friendship. However, he is very suspicious of any other Drow he encounters on the surface, for while he believes that not all of his kin are vile and cruel, he does know that almost all of them are.

Pirate or Pirate Hunter: Pirate Hunter

Rank: Captain

Ship Type: Windjammer

Ship Name: Shadow of Night

Personal Flag design: Two swords crossed in front of a blue flame on a black background.

History (optional): Zaknayrr first walked from the caverns of the Underdark to the surface world of the Realms at the young age of 90 after deserting a Drow raiding party. Running from an existence he could not tolerate, he thought it better to take his chances in a world so foreign to his own despite his fears of forever being ridiculed for the wicked and cruel reputation his people had rightfully earned. His first chance at gaining some measure of acceptance came in the form of an orc attack on an elven camp. The ugly, smelly brutes had attacked in the dark of night and, though the elves held their own, they were being hard pressed. Zaknayrr, rushed in to help them as soon as he came upon the scene. He had saved several adults and a couple children in his fight. Once the orcs were routed, Zaknayrr stayed and knelt down to the elven clan with his swords in front of him, trying to remain as nonthreatening as possible. However the elves, despite being grateful, imprisoned and interrogated Zaknayrr until they were satisfied that this dark elf came of his own volition without nefarious designs. Over time, they showed Zaknayrr their ways and the common tongue, to which Zaknayrr was eager to learn so he may better make his niche in this strange world. To the amazement and delight of both Zaknayrr and the elven clan that pretty much adopted him, an elven ranger took Zaknayrr under his wing and taught him the ways of the forest and the natural order that all rangers try to preserve. During this time was when Zaknayrr discovered the Lady of the Forest, the Goddess Mielikki in the form of her magnificent unicorn. So Zaknayrr was then known as a Ranger, faithful follower to the Goddess Mielikki and defender of the goodly folk of the Realms. After this event, for a good century and a half or so, Zaknayrr roamed the lands between the Moonwood, where he is well-known and accepted, and the Savage Frontier. Here is where he made a name for himself, helping the small towns and villages repel raids from orcs or goblins, though at first he needed to be accompanied by one of the Moon Elves so the humans wouldn’t try to kill him. Overtime however, the human settlers came to recognize Zaknayrr and welcomed him openly. He then went on to Waterdeep and sailed the Sword Coast, unfortunately this was also when he first encountered pirates, he was on a merchant vessel when it was assailed by a group of pirates. The crewmen aboard the merchant were overwhelmed and Zaknayrr joined in the fight to repel the boarders which was easy when the pirates recoiled in terror at the sight of a dark elf enabling Zaknayrr to easily cut them down, the one time he didn’t mind being judged by his people's reputation. When the merchant ship returned to Waterdeep, Zaknayrr left to one of the shipyards to procure a vessel, and at first they sold him a two masted Schooner which he named the Shadow of Night. For the next 60 years, he had proved himself a capable captain and an avid hunter of pirates. The Lords of Waterdeep, recognizing Zaknayrr’s efforts entrusted him with a Windjammer that their shipbuilders and wizards created. Zaknayrr gladly accepted their gift and named his sleek, new vessel the Shadow of Night as well. Zaknayrr has since been sailing the Sword Coast, helping the legendary Sea Sprite keep the seas clear of pirates.

Edited by Epyon

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Name: Ninafer Bal

 

Race: Half-Elf (elf and Drow)

Age: 70 years old

 

Gender: Female

 

Class: Mage

 

Weapons: Dagger, prefers to use spells over weapons

 

Appearance: Ninafer is six feet tall. On any other creature this would be a height that would command respect, but this isn't the case with Ninafer. Her slim frame, due to her hectic life and poor diet, makes her appear smaller than she really is.

 

Her long white hair is neatly kept but there will be weeks at a time where she won't wash it. This is due to her considering staying alive more important than personal hygiene. When this is the case, her hair will take on a grayish appearance. Ninafer usually keeps her hair untied. The only exception is when long hair would make certain tasks not doable, in which case she ties her hair so that it own't be in her way.

 

Dark blue eyes seem to pay attention to every little movement. Like she can't stop being suspicious of anything.

 

Her dark brown skin is smooth and Ninafer likes to keep it that way. She believes it makes people underestimate her which is useful in any kind of battle. She does have a few scars from past fights, but she keeps those covered up so that they can't be easily seen.

 

 

Personality: Ninafer is torn between the two sides of her heritage. Like the Drow, she tends to favor relationships that are beneficial to her. Unlike the Drow, and perhaps because of her elven heritage, she doesn’t betray her former allies just because an alliance has suddenly become non-beneficial to her. However, if her allies betray her Ninafer has no problems dealing out damage.

 

Ninafer isn't diplomatic. She can't quickly resolve situations between people. If she doesn't like someone she doesn't tend to hide any hatred back, unless she is working with the person or they're working toward a common goal. In that case she won't be pleasant, but won't compromise the mission.

 

Ninafer will push things to the back of her mind until there is a time that she can deal with them. Though she will be more violent until she can calm down and tries to turn any violence she feels because of stress into something useful.

 

Ninafer tries to act more confident than she feels, especially when the unfamiliar situation/interaction involves life and death. She doesn't like to appear weak. To appear weak means to attract death.

 

Ninafer is more expressive when not around other people. She prefers to be alone so that she can plan and doesn't like to dwell on her own thoughts too much. Dwelling on her own thoughts makes her feel weak and she doesn't like to feel weak.

 

Ninafer dresses simply as she likes to focus on the task at hand.

 

Pirate or Pirate Hunter: Pirate Hunter

 

Rank: Crew Member

 

Ship Type: Frigate

 

Ship Name: Raging Raven

 

Personal Flag design: (All Pirate Hunters will start in Waterdeep so their ship will also have a flag with the seal of Waterdeep. Pirates can start from any island in the Moonshae Isles and the Nelanther Isles. Pirates need only their personal flag.)

 

History (optional):

Ninafer Bal was born of an elven mother and a Drow father, a very odd couple. Ninafer never knew her father, but her mother told her stories often enough. All she knew of her father was that he escaped the Underdark and had lived with her mother for a little while. But then he found that the Underdark was where he belonged and so returned, though they never learned his final fate. They both doubted it was a good one.

 

Ninafer eventually left her mother as she didn’t like the pity she got from other elves. Not that her mother was treated well after having a child with a Drow. Ninafer got work wherever she could. When she reached her height of six feet she became a very impressive foe.

 

Ninafer went on to become a mage and the only weapon she carried was a dagger. She liked to see opponents underestimate her before they died. After a little bit she joined a crew of pirate hunters. She didn’t choose to be a pirate hunter out of any personal feelings, but because she had flipped a coin. It had just turned out that the choice the coin made was pirate hunter.

Edited by Jashypoo

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Jashypoo, your character's personality feels as if it's lacking. What does Ninafer do when she's stressed, how does she handle it? What does she do in unfamiliar situations? How is she when left alone with her thoughts? Anything that she isn't particularly good at? How does she respond to new/strange interactions?

 

The appearance is generic at best, It's good to know how tall she is, the color of her skin and eyes. However, how does she like to dress? What clothes does she like to wear? How does she like to keep her hair? Are there any markings on her?

Edited by Epyon

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FINALLY getting to this.

 

I'll be refining answers once I put them onto her profile:

 

What does Ninafer do when she's stressed, how does she handle it?

-Ninafer will push things to the back of her mind until there is a time that she can deal with them. Though she will be more violent until she can calm down and tries to turn any violence she feels because of stress into something useful.

 

What does she do in unfamiliar situations?/How does she respond to new/strange interactions?

-Ninafer tries to act more confident than she feels, especially when the unfamiliar situation/interaction involves life and death. She doesn't like to appear weak.

 

How is she when left alone with her thoughts?

-Ninafer is more expressive when not around other people. She prefers to be alone so that she can plan and doesn't like to dwell on her own thoughts too much.

 

Anything that she isn't particularly good at?

-Ninafer isn't diplomatic. She can't quickly resolve situations between people. If she doesn't like someone she doesn't tend to hide any hatred back, unless she is working with the person or they're working toward a common goal. In that case she won't be pleasant, but won't compromise the mission.

 

 

I put her height, skin color, hair color, and eye color. Please take a second look at them if you are wondering smile.gif

 

Or is your problem I put it in list form? I put the information there so am confused why it seems that you didn't seem to see them. I was also trying to make sure that any appearance would fit a half-elf/half-Drow so I was more concerned about getting that information than making it into a little descriptive essay.

 

As for the questions:

 

how does she like to dress?/What clothes does she like to wear?

-Simply and fitted to whatever task she is doing.

 

How does she like to keep her hair?

-Untied but will tie is up to shorten it when certain situations make long hair detrimental.

 

Are there any markings on her?

-Ninafer has a few scars from past fights that aren't easily seen. As she likes to have people underestimate her in fights, she doesn't like to appear outwardly aggressive before a fight begins.

 

(will update my profile shortly smile.gif )

 

Edit: I must thank you for the questions as they do force me to think about my character and it aids in her development smile.gif

 

And if you have anything you want me to expand/improve upon just ask.

Edited by Jashypoo

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x3 I still need to fix up my sheets and flesh them out some more. I'll be getting to them this weekend.

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Name: Calendriel Aerundale

Race: Elf (moon elf father, unknown elf mother)

Age: 130

Gender: Woman

Class: Swordmage

Weapons: Twin curved swords crafted from mithral, one with ancient elven markings in red gold and a ruby on the hilt, the other with ancient elven markings in blue gold with a sapphire on the hilt. If the markings mean anything, Calendriel has yet to find anyone who can decipher them. (Picture that served as inspiration.)

Appearance: Calendriel prefers to keep her hair in a topknot composed of braided strands and interwoven with beads and small metal ornaments. When she lets it fall loose, it cascades past her buttocks in waves of brown, red and copper. Her eyes are a bright, light sapphire flecked with gold. Calendriel is a little taller than the average moon elf, which still makes her shorter than the average human, with a lithe but well-toned build. Like most moon elves, she prefers to wear simple-cut robes made of bright silks, with blue, green and purple being her favourite colours. She carries a silver pendant inlaid with the symbol of Corellon. Her skin is lightly tanned, taking on a soft golden glow in the sun light.

Personality: Calendriel is more reserved than the typical moon elf, preferring to observe and learn before jumping in, though her time with Grimwald has loosened her up considerably. She is determined to become a blade singer, believing that this honours her mother's legacy, and doggedly fights with two swords despite the fact that she is better with a single blade. While she likes to sing and has a beautiful singing voice, she is too insecure to sing in the presence of others. She becomes withdrawn when she is angry or stressed, and (sometimes futilely) takes to meditation in an effort to work through negative emotions. Calendriel has never known her mother and, like most absent parents, the figure has grown larger than life in her mind. She worships Corellon as the god of elves, song, magic and warfare.

History: While Madriel the sorcerer made his nominal home in the great Elven city of Evereska, he lived a primarily nomadic existence. One year, as winter turned to spring, he set out on his own rather than remain with his extended tribe. To date he has not told anyone what compelled him to set out alone, but when Madriel returned a year later, he carried with him two curved swords and a young baby girl whose tuft of red hair revealed her to be of more than purely moon elven descent and whom he named Calendriel.

While Madriel never told Calendriel, or anyone else for that matter, about her mother, he gifted her the twin swords when she came of age and revealed them to be her mother's legacy. From that moment on, Calendriel abandoned her education as a sorcerer and began to apply herself as a sword fighter in an attempt to emulate her mother. Having inherited her father's innate talent for magic though, Calendriel became a swordmage rather than a mundane fighter. Once she felt she had advanced sufficiently in her chosen path, Calendriel then set out to become a bladesinger.

Bladesingers are an exceedingly rare group of elven warriors, yet Calendriel's determination led her to three of them. Two flat-out refused to tutor her, saying that her sword skills were 'passable, but subpar' for a bladesinger. The third, an elder elf named Miral, was about to do the same, when she caught sight of Calendriel's inherited swords and seemingly changed her mind. Training with her mentor, Calendriel finally became an accomplished sword fighter, though now a different problem crossed her path. All bladesingers sing, literally, to channel their skill and magic, yet Calendriel was unable to find 'her' song. After nearly two decades of training, Miral came to the conclusion that the problem lay not in lack of effort or even skill. Instead, she felt that Calendriel could not find a song because she tried to emulate her unknown mother, rather than be her own person. So rather than continue training, she sent Calendriel out to 'discover the world', in the hopes that the young elf would find herself in the process. 

Calendriel has travelled from Evereska to the Sword Coast in the West, and to Cormyr and the Dalelands in the East. One night, she came across a big loaf of a human beset by goblins. Aware that as a future bladesinger she should protect all people of Faerûn, Calendriel joined the battle and saved the human. At least, that's how she views it – Grimwald has a different tale. They have remained together since, mostly as partners in arms and occasionally as something more. When word of Waterdeep's recruitment drive reached the pair, Grimwald insisted they go. Calendriel initially resisted, as she wanted to remain in the Dalelands, but Grimwald's constant nagging and a long, rambling story about sea songs and sirens finally made her give in. 

Pirate or Pirate Hunter: Pirate Hunter

Rank: Crew mate (sellsword)

Ship Name: Shadow of Night

Ship Type: Windjammer

 

 

((Update: Edited for clarity.))

Edited by Mistress of Whispers

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Name: Grimwald Tallstag

Race: Human

Age: 19

Gender: Man

Class: Warrior (Fighter?)

Weapons: Grimwald has an assortment of weapons that he 'acquired' during his time on the road. His favorites are his sword and his bow, for he is most proficient with them.

Being tall and strong, he has settled one a hand-and-a-half variety, for he can combine it with a buckler. The sword is nothing fancy, but it has served him in numerous battles and has held out under the duress of his mighty blows.

His longbow has been taken from a strong opponent after a difficult battle and at a considerable amount of blood spilt on both sides. By the luckiest of lucky blows, Grimwald won the day and took the bow and other usables as trophy. It serves him well for it has reinforced wood, making it impossible for all but the strongest to draw.

In a pinch, Grimwald is not above taking anything and turn it into a weapon. He is a bit of an opportunist that way. Even sand can be a weapon if used under the right circumstances. He learned that trick the hard way from one of his first fights. Since then he has incorporated dirty fighting in his fighting style.

Appearance: Grimwald has always been tall for his age, which was the start of many a fight in his younger years. Having grown into adulthood, he stands 7 feet and 4 inches tall, making him somewhat of a freak amongst his race. Years of hard work and fighting have given him a very muscular body, with a tan skin and quite a few scars. He has blond hair that falls short of his shoulders and steely blue eyes, set in a face that smiles easily. His hands are never idle, always doing something, whether it is drumming on the table or carving a piece of wood.

One of his most prized possessions is his chain-mail and breastplate armour. With the first coins he 'earned', he had it made to fit by the best armorer he could find. It has saved his life many times and he is rarely seen without it when fighting.

Outside of combat he wears a shirt and leather pants with sturdy leather boots that have been shod with steel for better footing. All have been especially made to fit for him, for there are no shops where they sell clothing his size.

Personality: Grimwald is an opportunist. He will make the most of any situation. He is not evil, but he has broken the law when it suited his needs. He believes that everyone is responsible for their own fortune and nothing is given in life. Therefor he lives life to the fullest, knowing his could be a short one. He can be loud and boastful, especially after a few tankards of ale.

His temper is fickle and he can toast with his fellows as easily as start a brawl when he feels like it. But most of the time, he is a very upbeat person and laughs easily and heartily, seeing the humour in most situations, even if others don't.

Grimwald is hardly ever stressed. He thrives in combat situations and the adrenaline rush is his natural high. He is generally a very laid back person and usually rolls with any situation, either bluffing his way through or getting violent. He is secure in the knowledge that there isn't a situation he cannot handle with a sword. And he is very good with a sword.

As such, Grimwald favours Tymora, the Lady Luck, goddess of goof luck, skill, victory and adventurers.

Grimwald is rarely alone with his thoughts as he likes to be surrounded by other people. If he is alone, he probably goes and find a 'wench' to spend time with. Otherwise he probably is doing something with his hands to pass the time (whittling wood, humming a song, sharpening his blade and taking care of his equipment, etc.).

He isn't an educated man. He has never been taught how to read. As a result his memory is quite good, but he doesn't speak any languages other than the Common tongue. He isn't bothered by this though. His two solutions for social situations are either bluff and boast, or ignore. If he feels slighted, he starts a fight. People might percieve that as a weakness, but Grimwald doesn't.

History: Grimwald grew up as the third son and youngest child of a large family (three boys, four girls) in a small coastal fishing village. Although there was always fish to catch, there was never enough money for a comfortable living. Due to his size he was not very suited for the small fishing boats, so his father didn't see him as an asset to his family, but more as a burden. His peers taunted him with being of giant descent, and worse, and Grimwald has been in many a fight since he was able to throw a punch.

He was apprenticed to a few masters at an early age, but none of them found him particularly suited for their craft. Growing tired of being an outcast in his own village and yearning to find his place in the world he set off one night and never looked back.

Grimwald soon found out that the world was a dangerous place and the best way to keep alive was to become the greatest danger himself. He tried his luck as a highwayman and earned his first sword – and his first scars – but not much else. He joined a few militia to track down a fugitive, but it wasn't as rewarding as striking out on his own. During those years he honed his skill with several weapons and grew into the skilled and strong warrior he is now.

He carries the fruits of his labor with him as his worldly possessions, traveling light and spending his coins right away either on much-needed items or repairs, or sharing it in the nearest tavern, buying rounds of ale for everyone. This lifestyle has earned him both respect and a few warrants for his arrest along the trade routes from the Sword Coast and the Savage Frontier to Cormyr and the Dalelands. He is careful to avoid the places where he is wanted, seeing the call at arms from Waterdeep as a perfect way to avoid persecution.

One night, he was surprised by three trolls, while making dinner over a small fire in the woods. The fight wasn't going very well, and he figured out that trolls regenerated soon enough. When he got a burning piece of wood from the fire, a girl came bursting into the melee, screwing up his attack and creating chaos that was worse than being surprised by three trolls. The girl, Calendriel – though he calls her Cal – tells a different tale and it is a point of dispute between them. Why she stuck with him, he doesn't know, but he has learned to value her skill as a fighter and a spellcaster. He actually enjoys her company, finding a kindred spirit in her love for swords. They shared many a fight since and sometimes a bed. He doesn't know her entire story yet (only that she needs to find 'her song'), but he hopes she'll share it someday. He also suspects she is not as young as she looks, being an elf and all that.

Grimwald has been able to convince Cal to join the Waterdhavian pirate hunt quite easily after an eloquent speech about how she was looking for a song and that the place where singing was most abundant was in harbour taverns, seamen always talked about the song of the sea and the creatures that lured sailors to the depths used song to do so.

Pirate or Pirate Hunter: Pirate Hunter

Rank: Crew mate (sellsword)

Ship Name: Shadow of Night

Ship Type: Windjammer

Edited by Biologist

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Well to begin with, thank you two so much for your CS's! I'm happy a couple more have decided to join in. Your character sheets look really good however I did find a few things.

 

Mistress Of Whispers: You took me by surprise with mentioning your character is working to become a Bladesinger but, seeing as how the Swordmage is in there, I should have guessed someone would pick that path. So because of this, would you like to change your sheet to reflect her as a Bladesinger as a class? I will work on inputting the appropriate information in the IC if this is the case. Otherwise your CS looks pretty solid.

 

Biologist: Your CS is pretty good as well, however I do not see anything indicating how Grimwald handles his stress.

 

A couple of questions that I would like to ask to the both of you; How do your characters react to unfamiliar situations? How are they when they are left alone to their thoughts? Are there things that they aren't particularly good at?

 

Once these questions and adjustments have been answered. Your sheets will be accepted smile.gif

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Thanks for the quick reply! I'll try to answer your questions in order (though in some instances, the answer is 'I have no answer').

 

So because of this, would you like to change your sheet to reflect her as a Bladesinger as a class?

At this point she's still searching for 'her song' (which is what her mentor told her as a ruse so she'd go out and find herself) before she can become a bladesinger. Once/if she finds herself though, she might pick up a level of bladesinger if that's all right. To be honest I'm going for flavour mostly, rather than sticking to the official paths (as shown in Calendriel muddling on with two swords - albeit a matching, probably latently magical, pair - rather than the single blade that swordmages and bladesingers officially use).

 

however I do not see anything indicating how Grimwald handles his stress.

I'll let Biologist handle that question of course, but just a quick note to chime in. Reading back, I noticed you asked the same of Jashypoo so I assume it's something you like to see addressed in character sheets. If that's the case, maybe put it as a hint/example after personality? ('Personality: <i.e. how does s/he handle stress, etc>'). Same goes for other things you find important. That way people can factor it in when writing their character smile.gif.

 

How do your characters react to unfamiliar situations?

I feel that's already in there: "Calendriel is more reserved than the typical moon elf, preferring to observe and learn before jumping in". Since observe-and-learn is her go-to mode even in familiar situations, it's definitely how she handles unknown situations.

 

How are they when they are left alone to their thoughts?

Here comes the "I have no answer." 'Cause really, that depends on what her thoughts are at that point. It makes a huge difference if she's alone and happy, or alone and sad, or alone and worried. So yeah - no one answer to that (except for 'withdraws to meditate when she is angry and stressed' and 'likes to sing').

 

Are there things that they aren't particularly good at?

Her first two could-be teachers rejected her because her skills were 'subpar for a bladesinger', she would be better with one sword instead of two, and it took her twenty years to go from 'passable' to 'accomplished'. Also, her natural ('innate') talent is explicitly said to be magic. So she's not as good a fighter as she'd like to be. Admittedly that's something she could overcome (possibly when she finds 'her song'), so I'll give some thoughts to another weakness if you want - though tbh I assume she defaults to 'average at best' on everything that isn't explicitly stated in her sheet, or typically elven smile.gif. I can go over a D&D 3.5 character sheet and sort the skills and abilities in excellent/good/average/poor?

 

I'm also considering letting her suffer from seasickness, but as that's something she needs to overcome (or she'll be useless for the entirety of the RP), I did not put that in her sheet - it's something I want to RP as it comes up, rather than lock in.

 

I hope that clears up some of the issues you had.

Edited by Mistress of Whispers

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Hi! I'll try to answer your questions as well as I can and incorporate the answers in the sheet.

 

however I do not see anything indicating how Grimwald handles his stress. How do your characters react to unfamiliar situations?

Grimwald is hardly ever stressed. He thrives in combat situations and the adrenaline rush is his natural high. He is generally a very laid back person and usually rolls with any situation, either bluffing his way through or getting violent. He is secure in the knowledge that there isn't a situation he cannot handle with a sword. And he is very good with a sword.

 

How are they when they are left alone to their thoughts?

Grimwald is rarely alone with his thoughts as he likes to be surrounded by other people. If he is alone, he probably goes and find a 'wench' to spend time with. Otherwise he probably is doing something with his hands to pass the time (whittling wood, humming a song, sharpening his blade and taking care of his equipment, etc.).

 

Are there things that they aren't particularly good at?

He isn't an educated man. He has never been taught how to read. As a result his memory is quite good, but he doesn't speak any languages other than the Common tongue. He isn't bothered by this though. His two solutions for social situations are either bluff and boast, or ignore. If he feels slighted, he starts a fight. People might percieve that as a weakness, but Grimwald doesn't.

 

I hope this answers your questions? smile.gif

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Indeed it does, Biologist! Your CS is accepted and I'll place it in the IC once it's been approved.

 

Mistress of Whispers, my apologies, I should have read a bit better. I will take your suggestion to heart though. smile.gif Your CS is accepted.

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Thanks!

 

I've subscribed to the ooc thread, but not yet the ic (as it's still going through approval), so could you post here once we get started?

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I decided that Calendriel hails from Evereska and updated my sheet to reflect that. I'm not completely set on it though, so I might change it again before play starts. Speaking of that - how is the approval process going? smile.gif

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It's going, just need to explain the difference between arcane magic and divine magic as well as make a small explanation of the Planes of Existence. Just a couple more tweaks and hopefully it'll get approved soon smile.gif

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