I'm posting this here because I am in need of a few other leaders in this, captains of ships actually, I want to get this straightened out before I make the actual role-play, also If anyone has any suggestions that could make this rp any better, that's why I'm also posting it here.
This world has always been one primarily of water, a vast ocean dotted by occasional small islands. Only two known continents exist, and only one is inhabited by any known race. The other is unexplored, and dark rumors tell of the fates of explorers who dare its black sands.
In such a world, land is at a premium, and those who cannot hold it-the undesirables, the outcast, the weak, and the helpless- were often forced onto the sea in the days before a measure of peace came to the battered central continent. These renegades are now known as Seafarers, and live most, if not all, their lives on the open sea.
This tells the story of at least one clan of the Seafarers, a faction of various races forced to dwell on the high seas and the small islands that are there. Seafarers are a clan-based people, and clans squabble over pretty much everything, from resources to honor and vengeance. Piracy is thus almost necessary among them, though many clans are allied with others and trade freely with them.
Most Seafarers do not live on an island or atoll. They may have small towns or settlements on one, but their true dwelling places are vast, barge-like city-ships, occasionally a mile wide or even two, though such are rare. Because these ships are their homes, Seafarer ships are comfortable and generally roomy, not cramped as the ships of other groups might be. Such, however, would not be possible without the aid of magic. Two classes of mage-geomancers and hydromancers- make shipboard life bearable. Geomancers create small patches of earth and sand attached to the ship, or on board. These thin pieces of land move with the ship-city, or are on the ship deck, allowing for some agriculture, trees, and so on. Hydromancers, in turn, purify the ocean water, allowing ships to constantly collect fresh water for drinking and washing.
Seafarer clans are constantly at war, either with their own kind, or with the Land-Dwellers, as they call others. Piracy from other clans is a way of life; taking prisoners is common, as killing is looked down upon, but lethal weapons are frequently used and fatalities occasionally occur, especially between clans with a state of blood feud between them. The long-standing hatred between the Seafarers and Land-Dwellers has cooled into a sort of exhausted wariness over the many years. How they regard Land-Dwellers depends on the individual clan. Some clans go so far as to allow Land-Dweller traders and envoys onto their ship-cities; most, however, avoid as much contact as possible, trading only when necessary.
Seafarers collect resources in a variety of ways. Although almost all city-ships and ships maintain agriculture, from a small garden on board a ship deck to large created patches of land attached to city-ships, that is not the only way they receive resources. Fishing is a common and necessary task to make up for the relatively small amounts of red meat raised on a city-ship. Some clans hold small islands for their agricultural and hunting resources, as well as mines. Underwater mining is difficult, but by finding shallow areas with large iron deposits and using Seil miners or other races' miners augmented with magic or machinery, it can be done.
The key problem for Seafarers is how to obtain a reliable source of wood. Obviously, some is grown on their conjured land, but not nearly enough. As a result, they have turned to harvesting a peculiar form of kelp. Far more rigid, though still not nearly as much as wood, then its counterparts, this plant is harvested and then ground up to a paste. This paste is then processed and dried into a hard, rigid substance, waterproof and durable, rivaling most common wood. This kelp, though common, is vital to the existence of Seafarer clans. To destroy a growing ground of hardweed, as it is called, is only done when the Seafarer clan being targeted is truly hated.
Each ship-city has a shipyard of sorts, as well as a fleet of ships. These ships range from small fishing vessels to large warships-only military and city-ships are listed here. Ship's captains have an important role in city government, but ship-cities are often filled with intrigue between the variety of races and factions inside them.
(There will be 4 captains in this roleplay: myself, and three others. Due to racial tensions, certain races are less comfortable on ships. Due to racial differences, some people might not want to be on certain ship, it depends on the captian of the ship and his ideas.)
Human: Humanity has a long and noble history as the most adaptable and ambitious race. However, over the centuries and millennia of nomadic sexistence, certain sub-orders have arisen from humans breeding in specific lines, or preferences of certain sub-societies present among a variety of bands. The average human is strong, tough, and of quick wit. They are quick learners and skilled warriors, but they have no disadvantages other then a relatively short lifespan (50-100 years).
Many humans worship the God Tiran, Father of Men, and the goddess Aleni, Lady of the Sea, as their chief deities. Others are determined by personal preference Human societies, and their mores and taboos, vary greatly.
Their craftwork and magical proficiency, like other qualities, are mostly average or slightly better.
Kirsai: The Kirsai are a proud race of Man with powerful natural magical talents and above-average resistance to harmful magic. Kirsai are thought to have been the results of an experiment, but it is not certain. They are slim, graceful, and attractive folk who live ten to fifteen years longer then normal humans, but seem to cease to age past young adulthood. They have almond-shaped eyes and predominantly dark hair. All Kirsai learn of a trade, but they are also all trained in warfare and the arts. Female Kirsai are generally the leaders of their society, in craft, government, and war, are more prized then male children, and women are usually trained in true magic as well as warfare, especially the arts of enchantment. (For a male Kirsai to learn magic, he must demonstrate a considerable aptitude in it.)
Kirsai craftsmanship is among the best of all human cultures, and everything they make is usually a work of art as well as a tool or weapon. Their weapons, (they make such blades as the katana, naginata, wakizashi, and ninja-to) and armor are of particularly fine quality. Kirsai often act as home guards or marines.
Elf: The Elves are on of the most magically inclined races of this world. Usually about human-height, but weighing about two thirds human weight, they are far more graceful and slender then human body makeup allows. They are thin and shapely of feature, with a variety of skin tones and a variety of hair colors, usually seeming to shine with an inner light no matter what color their skin and hair may be. They exert a feeling of presence , one of richness and valor and life, and are generally cheerful and happy. Their eyes tend to be keen and bright.
Elves dress in elaborate, elegant clothing, usually with a cheerful base color such as green or brown. Only elves who feel they are shamed dress in garments that are base black.
Elves live much longer then humans, on the average 200-300 years. They are natural magi, but they are physically frailer. Elves are especially proficient in geomancy, hydromancy, and life magic, and occasionally elves show a penchant for the flames of pyromancy. Elves possess a supernatural ability to leap higher and farther then other races, and by exerting magical energy, they can temporarily arrest their falls altogether, defying gravity for a brief time.
They are a fiercely honorable race, who are the only people, they feel, truly free from death's cold grasp. All elves merge with the life force of the earth itself when they die, and they are reborn in an endless cycle of reincarnation, unconditional, unlike the beliefs of many other races. Their essences are not lost, but transferred from generation to generation. They see death as an enemy, and only speak of an elf as 'dead' if their soul was scarred, or enslaved in necromancy. For all their talk of freedom, elves are very frightened of death. Their apparent immunity from the truth of the grave makes them cling to life all the more, and they are particularly afraid of undead of their own kind, who, with their awareness of the cycle of life, they believe can corrupt reincarnation, consuming more and more of the world until there would not be enough life left to have children and bring forth the souls of the ancestors. By the same token, they fear and distrust the Avari, their (they say) "d**ned" cousins, and often spread tales of fear and paranoia among the other races of them.
Elven craftsmanship is some of the most beautiful and elegant of any race. They do not use large weapons or gear, but their crafts are always of extremely high quality. Elven smiths often employ magic in their craft, which is uniquely personal, and thus, no two elven weapons are exactly alike. They prefer light weapons and light armor, especially curved weapon styles like katanas, scimitars, wakizashi, and naginata, and the average elven warrior usually wears chain mail of some kind, often with some plate reinforcement. Elven full plate, however, is known to be uniquely magnificent, mobile, and stong, and is not unknown.
Elves worship their own pantheon of gods, of which there are many. Elven males and females are equal in their society. They rank themselves in a social order independent of the normal city government; dealing with elves, who, despite their generally goodly hearts, are really a rather clannish and arrogant bunch, is always a bit difficult. Also, they are sometimes suspected of being spies for the Land-Dwellers; the truth of this is not easy to determine.
Avari: These creatures are deathly pale, possessing skin so white that it appears the color of chalk or fine parchment. Obviously akin to elves, both in form and stature, they greatly resemble their long-lost kin, having bodies slender and lithe beyond the human average and finely sculpted features. Avari hair tones, in direct contradiction to those of their skin, are so dark as to be almost blue. The general impression overall is of an elf drained of blood, possessing a beauty that is attractive, but nonetheless disturbing and vaguely deathlike to the first glance. However, there the resemblance in body ends. Avari have been twisted and changed by some ancient, malign influence. In addition to their deathlike pallor, their teeth are much sharper then those of elves. They have two small, black, curved horns that appear somewhat demonic coming from either the forehead or the top of the head, and their fingers and toes are taloned. Their eyes are inevitably dark, dark and seemingly like an abyss into the very blackness of death, and they seldom soften.
Avari dress richly, but always with black or gray as the dominant color, and their clothing tends to be somewhat more obvious in its sensuality then elves' do. They are also quite proud of any adornments, such as earrings, sometimes other piercings, tattoos, ritual paint markings, or other items, again a departure from elves, which do not tattoo their bodies or pierce any region but the ears.
Avari share their life span and proficiency in magic with the elves who are their kin. However, they are not traditionally users of the life and positive magic of their relatives, but instead prefer the black art of necromancy, which only the Avari practice openly as a race-necromancers of other races are much rarer and usually corrupted by evil. Avari necromancy differs from conventional necromancy, as well, in that it tends to be spirit-based, summoning the power of the souls of the dead, rather then raising undead servants from enemy corpses. They are also fond of cyromancy, the magic of cold, and in some cases pyromancy. Like normal elves, they can jump higher and farther then men, and they possess the ability to pass into the shadow-realm for short periods of time, appearing to 'blink' in and appear somewhere else in midmotion. The ability to blink, however, is a magical one and depletes their magical energy in use.
Avari are, like elves, a fiercely honor-bound people who organize in great Houses. They are usually somewhat less common then elves among the Seafarers, and elves and Avari have never been on particularly good terms, though they may be forced to work with them. They have, again unlike elves, no fear of death whatsoever, as, touched by it in their very essence, they believe that it is merely another portion of their life. It is unknown exactly how the Avari came to be. They say, however, and the elves reluctantly agree, that they were once true elves who were tainted-the Avari say enlightened- by a race (whose name neither the Avari nor elves will speak, and they seem not to be among the Seafarers) who were children of Death herself. Their chief goddess spread her protection over them, and they became her servants, dwelling on this earth a short time, then returning to her shadowy realms to meditate, rejoice, and learn, then reborn once again into the world. It is true that elven life-mages and others have noted that Avari souls seemingly disappear entirely upon death. Avari maintain, however, the goodness of their hearts from their elven heritage, and will fight to the bloody end to protect those who they care about-even their scorned cousins. The Avari worship a pantheon of gods consisting of some elven ones, and some unique to the Avari.
Avari craftwork, while as beautiful as their elven counterparts, is much more grim and threatening-looking. They use dark rituals and metals of negative energy to bring forth their weapons and armor, harnessing the power of energies that are beneficial to them, but act as curses to the enemies of their race. As a result, fearsome appearances and exotic weapons are common, as well as potent magic, and no two Avari weapons are exactly alike, often given eloquent, grim names. Unlike their cousins, Avari prefer a dark, glossy black brigandine as their basic form of armor, a combination of plates over chain mail or leather.
Sskret: The Sskret are a very intimidating, barbaric-seeming race at first glance. Human-like in figure, their entire body from the neck down is covered in a light, yet very hard and durable carapace, usually a dark, almost black, iridescent green or blue in color. The carapace is imprinted with an intricate pattern of swirls seemingly cut into the carapace itself, sort of like a fingerprint. The carapace is covered in short to long jagged spines and retractable blades (usually on the arms, sides, and legs). The Sskret have a pair of "wings" which serve as weapons instead of flying tools. Their spines usually rule out wearing clothing, so most wear none. The carapace is retractable in some areas, for breeding purposes (males and females) and nursing purposes (females). Otherwise the carapace protects the entire body, from the neck down. They have very human-looking faces, with skin color ranging from human-like pink to a metallic, light blue. Their hair can be brown or dark blue, as well.
Males of this race tend to be rather tall, from 8-10 feet, heavily built, and covered in long, jagged spines and blades, appearing very beast-like. Males tend to have darker hair, from black, to blue, to a grayish-brown. They tend to have larger spines than females, adorning their shoulders, back, and forearms. Males tend to be much more aggressive, dominant, and territorial than females.
Females are much shorter and slimmer, usually 5-6 feet tall, with lighter hair, auburn to brown, to a vivid blue. They are sleeker and can move faster than the males because of their relatively small size, but they are physically weaker then males. They tend to be more resourceful and intelligent than males, with a natural curiosity for things and a desire to learn about the world around them.
Sskret society is extremely chaotic, with might controlling hierarchy. They are insular, and live solely on a single large landmass, save for rogues and scouts. Sskret birthing is an extremely painful and potentially lethal process for the female, and as a result most Sskret women do not give birth until they begin to grow older. This worsens the chances of death to about 40%, from a natural (current) chance of 15% for a young female. Sskret live about 150 years.
Sskret lack the need or sophistication for advanced crafts. Their natural weaponry is far more then adequate for killing and protection, and as a result Sskret craftsmanship is quite limited. The chaos of their society and their isolation from peaceful contact with other races only furthers the problem.
Siren: In the depths of the ocean, a race of merfolk dwells. Held to be distantly akin to sharks, they are living testimony to the darker impulses of man. Because of their alluring, deceptive beauty, these merfolk are called Sirens.
They appear as beautiful, slender humanoids with green, gray, or blue eyes, alabaster-white skin, fair faces, and a small shark's dorsal fin rising out of their back, as well as small fins on their forearms. Below the waist, however, they have the coiled, black or gray body of a powerful fish, capable of swimming at high speeds or delivering stunning blows. Their flesh, despite being soft to the touch, is tough and resilient. They also have sharp, powerful teeth. Because of their cartilaginous skeleton, they can literally bend themselves into pretzel shapes and are incredibly flexible. Almost all Sirens are female, about three quarters. Because of their watery lifestyle, much in the way of clothing, or any serious armor, is more a hindrance then help. They also have the supernatural ability to warp their fish-like lower bodies into a human lower body for a small amount of time, and they heal faster then normal in the water. The sound of Siren singing can mesmerize a man or woman for a short period of time.
This unearthly beauty, however, is but a mask. All Sirens have powerful primal urges-primarily for violence and feeding. They are all flesh-eaters, with only minor vegetable diets. Those Sirens who master their dark urges live in peace with the citizens of a city or in one of their own submarine villages. Many, however, perhaps more then half the race, do not, and join terrible swarms of fifty to five hundred, sometimes even more. These swarms roam the ocean, looking for blood to spill, and prey on any city, ship, or raft that comes their way, battling in frenzy and consuming all they can- men, women, and children. Their dark appetites are not limited to violence, and rape and abuse are also common among them. However, their brutality even extends to their own kind. An injured Siren of their swarm, should she seem excessively vulnerable, will be instantly set upon by her sisters and torn to bloody shreds in a frenzy of violence, eaten while still alive.
Sirens wield only crude weapons and equipment, made from coral or stolen from dead adversaries. They often lack the materials, the sophistication, the patience, or a combination of all of these, to create crafted items well, especially metal, as creating forges underwater is all but impossible.
Their small supply of males is due in part to their breeding peculiarities. Sirens normally lay eggs on the ocean tides, like fish, without a male paramour. These eggs act as fish eggs and hatch Sirens totally independent from their mothers, who are just developed enough to have a chance of survival. Most do not, but enough do to continue the species. If a Siren has a male paramour of any humanoid race, or a Siren male, however, she gives birth as a human does, with a roughly 1/3 chance of a male. Siren males as paramours are highly prized by the females, but they exert no other especial authority, and are just as homicidally vicious as Siren females.
Seil: These diminutive creatures have traditionally been the friends of humanity in many a crisis. About four feet, six inches high on average, they are somewhat curved in the spine, though not enough to disturb men, and they have sharpened, but humanlike features and bodies. Their skin, however, is a most inhuman pale blue, and their hair is a silvery white or gray. Seils can be attractive or ugly, depending on the individual. There have been extreme cases of either.
They are an extremely strong, tough, and clever race, masters of machinery and experimentation. Seil are never too worried to try an experiment, no matter how insane or impractical. Their natural toughness and resistance to heat or cold, plus an ability to swim well, and their gills in addition to lungs, makes them bold explorers and machinists. However, their lack of stature does cause them some problems in melee-though not enough. A fully-grown Seil soldier can pick up a human man and slam him into a wall with enough force to knock him out.
On the other hand, as a natural consequence of their scientific-based minds, Seil are quite leery of magic as a whole. They do not understand it, have difficulty learning it, and are actually naturally weaker to its effects. As a result, Seil distrust mages of any kind, save the geomancers and hydromancers they require to survive.
Seil culture is at first sight strange to humans. Seil society is based upon a race-wide system of indentured servitude. All Seil 'sell' themselves to a more powerful Seil, or a Seil that has earned great respect through deeds of renown. The Seil who becomes their master can allocate their personal skills as he or she sees fit. On the other hand, the master-Seil must care for his charges, and they can bring accusations against them if he mistreats them or abuses them. Since the indenture of all Seil is institutionalized, cruelty to an indenture is punished immediately and in proportion to the crime. Master-Seil possess no higher legal rights then any foreman or governor would have over their charges.
Seil craftsmanship does not show the unique beauty of elven craft, but in its own way it is quite spectacular. Because they are a race of machinists, they enjoy high-tech weapons such as gunpowder weapons, and a Seil pistol, rifle, or cannon is perhaps the finest possible gunpowder weapon, and their experiments with alchemy and chemistry allow for innovative and unusual possibilities. They also value standardization, and as a result many Seil weapons, armor, and gear are almost identical to each other. Though custom-ordered goblin equipment can be quite expensive, on the other hand, giving a Seil access to individual parts and telling him or her to make only one piece allows them the true creativity of the race to come out, resulting in a truly spectacular item. It should also be noted that although they do not begin to approach the elven mastery of arcane items, enchanting items is the only arcane art Seil have ever taken well to learning.
Metropolis Class: This huge 'ship' is the basic idea for a city. It lacks the proper shape of a normal maritime vessel, being of any of a variety of usually boxy, sprawling platform barges, sometimes with multiple stories, of wood and steel. Interspersed between the homes of its dwellers, shops, and workplaces are probably conjured areas of 'land', created by the city's geomancers, and 'rivers' or lakes of purified water. The size of these metropolis-class ships, which may even have repair bays or harbors inside, can be quite large, even in extreme cases to be a radius of a mile and a half in size and perhaps two to three levels. Only Relic-class ships are bigger. Metropolis-class ships are quite heavily defended, and have any of a variety of resources depending on the size of its terraformed areas.
Relic: These are merely Metropolis-class vessels on a grand scale. There are only a limited number of Relic-class ships in existence, and they are considered inviolate. Trying to actually destroy one is nearly impossible, anyways, as powerful magic protects them. The resource requirements to build a Relic-class city-ship are vast, far beyond that of the known resources of any band of Seafarers. Relic-class ships are actually closer to islands then ships, in truth, as they appear to have been terraformed, rather then created from wood and metal. Only the fact that they are not connected to bedrock or the ocean floor gives them away.
Settlement: These, in turn, are merely smaller Metropolis ships. Settlements are often half the size of a Metropolis, and used either by the very smallest bands, or to collect resources independently.
Caravel: This small ship is often used to explore. Measuring some fifteen yards long and five across, it is a stout vessel that can maintain good speeds and travel goodly distances before being forced to return to supply or gather food from islands. Its crew is usually small, and it is armed with a catapult or ballista and two fighting pits for ranged handheld weapons.
Unireme: This is the very smallest true warship, often used as a scout. This ship can be a variety of sizes, from caravel-sized to thirty-five yards long, and seven to fifteen yards wide. Its armament consists of two to four fighting pits and two siege engines. The Unireme is an ideal scout and chaser ship, as it is moderately durable and can reach excellent speeds.
Bireme: This ship is a large Unireme with two decks, thus giving them their name. It is the conventional man-of-war among fleets, and is equipped with two- to four siege engines along with three to five fighting pits. It is not as fast or as far-reaching as the caravel, but it is definitely tougher due to its larger crew. Biremes also carry more weaponry and gear for fighting then caravels, which take up a lot of space for supplies and tools. Most ships in a fleet tend to be these.
Fire Ship: These grim two-decked warships have only two fighting pits, and carry only two siege weapon slots. In their place, much of the ship's insides are taken up with a dangerous mixture of chemicals that can be lit and sprayed, much like flinging liquid fire, over a short distance through specially designed hoses. For this reason, fire ships are fast and not very durable. Their crew is small, and usually elite, as service on a fire ship is not without its dangers. Accidents are rare, but they do happen.
Blast boat: Like the Fire Ship, the Blast boat is a single-decked, or primarily single-decked, ship. It is a Seil design, and has metal plating along its sides. The Blast boat always packs two dangerous gunpowder cannon batteries, a risky invention, but one that can be devastating. In fact, some Blast boats are equipped with furnaces inside fully metal compartments, designed expressly to heat the cannon shot to high temperatures and add the risk of fire to the power of a cannon shot. The gunners of a blast boat are usually Seil, which do not mind the heat, and are expert shots with their deadly weaponry, or very skilled humans. Blast boats are somewhat slower then Biremes. It is equipped with three fighting pits, and slots for two other generic siege weapons or heavy weapons.
Barrelboat: This curious boat is another invention of the Seil. It is shaped like a long, closed tube, and is usually twenty yards long, and ten yards high, but only ten wide, making quarters cramped indeed inside. Larger Barrelboats do exist, but they are rare. The Barrelboat has no sail, but is pushed along by two Seil devices: a great pedal and fan, or a pump that shifts water through itself to push the pedal when its crew tires. Barrelboats can go completely underwater with their double-hulls and periscope, and Seils can enter the double-hull then exit it through ports to drill holes in the undersides of enemy ships or board them. Some Barrelboats have even smaller crews, but keep tamed sea creatures or, rarely, allied Sirens in closed compartments, allowing them to leave to feed and return to be protected, and used in battle- favorites are tamed sharks for battle or dolphins for messages. The Barrelboat, however, has several flaws. Firstly, if detected, it must surface to battle effectively with only its two fighting pits and single, concealed siege weapon, because few weapons are of use underwater and a few catapult or cannon shots, or enemy spells, would easily disable it. Secondly, it is much slower then other craft if submerged. The wake of a speeding Barrelboat is easily detected. Finally, the ship itself is cramped, so the crew of a Barrelboat is smaller then any other craft besides a caravel, and service inside one is trying and difficult.
Trireme: This craft is one of the largest warships. About forty-five to seventy yards long, it has three decks, eight to ten specific fighting pits, and up to eight siege engines. Its crew is huge, but it is also quite fast, due to its three sails. The Trireme usually carries several mages as well, and a good complement of marines to do battle on board other ships. Triremes can mount almost any kind of siege weapon, including large cannon or fire sprays, as well as a few other kinds, giving them a massive flexibility. The flagship of a city is often a modified trireme. However, the triple deck does cause problems. Triremes are not as maneuverable as warships or other single-decked craft. The Trireme also requires a large crew and they are expensive to maintain.
Basic 'Siege Weapons' Selection for ships:
Ballista: The ballista is basically an oversized crossbow. It fires over a good range and the arrow it fires is spear-sized. Most ballistae shots are designed to splinter, spraying wooden fragments everywhere. Other ammunition types include chain-wrapped bolts, which will shred enemy sails and bite deep into hulls. Still others are flaming bolts, or tipped with pots of flaming oil. However, while the ballista is easy to fire and has a good range, it lacks an arc and has a small payload.
Catapult: This design of catapult uses an over-swinging arm to fire a large payload over a great arc. However, the catapult has a slower rate of fire and is not the most accurate of weapons. Also, its shot is slow-moving; though only with magical aid can a ship avoid the catapult shot.
Fire Spray: This huge weapon is cumbersome and dangerous to use, but can cause incredible damage in close quarters. It consists of a tank of special chemicals that burn for a long time, and a nozzle or hose. This system spews the flaming chemicals through the hose, across a small distance, and onto an enemy target, which will soon catch fire. Using this, the crew can set fire to enemy vessels and cause great damage in close quarters.
Cannon Battery: This consists of several Seil cannons, lined up and firing as a group. They are quite powerful, but they are also somewhat dangerous to handle and unpredictable.
Magical Circle: This large magical enchantment upon an area allows a ship's wizard to better focus and utilizes his or her spells. Using it takes a large area, equal to one heavy or siege weapon, but it is a very useful help to any spell-caster.
Esoteric Magical Weapon: These rare items are unique, and are often irreplaceable, firing by use of magic. They are most commonly found on larger ships, and are usually exceptionally balanced, but the damage they deliver is magical, not natural.
Extra Fighting Pit: Fighting Pits are guarded areas from which the soldiers and crew of a ship may utilize handheld ranged weapons. They have some protection and are most useful against ships that one desires to capture, but not destroy, airborne targets such as rocs and wyverns, and enemy crewmen. Fire arrows and other flaming or explosive weaponry help against enemy ships. The Fighting Pit does not provide complete protection, but it certainly helps.
Rookery: This area is adapted especially for the keeping of aerial mounts. All ships carry one to two mounts, but this rookery allows for four more, who can be used for a variety of tasks. The mounts available are Rocs, great birds known for their speed and stamina, Wyverns, fierce minor dragons without a breath weapon, and Great Bats, huge bats that are incredibly strong and tough, but slower then the other two.
What is required of a character:
Appearance and Gear:
Rank: (captain, first mate, so on.)
Ship Assigned To:
(For captains only) Ship:
Fighting Style: (Optional. Names of styles are certainly helpful for the whole 'in character' feel. Describe the primary traits of your style and what weapons suit it best, and so on.)
Magic: (If any)
History (Optional. Some characters may want to remain mysterious.):
Now, what I need is three other captains, you need to be have a good ability to role-play, and be dedicated, don't join on if your going to leave in a week. Also, I will be choosing which three join as captains, follow the guide lines for what I posted. I also want diversity, I DON'T want 10 avari and 10 humans, be creative and just have fun.
If you don't want to be a captain and just want to be in the rp, then post a character, and when I choose the other captains, you can choose which ship best suits your character.