Post by The Chronicler on Jun 20, 2020 2:46:43 GMT
A Brief Note: A large portion of this roleplay has been transcribed here from Discord, therefore I will indicate whose post was whose with markers. I will also denote where the transcription leaves off and where we begin again here afresh.
Cast of NPCs:
Captain Iago Sangrio began his distinguished naval career as a cabin boy aboard the Lady's Cutlass, an Estalian merchant ship which ventured regularly from serene, bucolic Tilea to as far as the distant, pine-grizzled Empire of Man. Little is known of his life before this point, for he only attained notoriety many years after, having graduated to a deck hand, by organizing the infamous mutiny against the ship's captain, Esteban Malevela, renaming the Cutlass the Weeping Matron after carving deep, jagged tears into the wooden figurehead of the goddess Myrmidia adorning the prow.
Many, even some among his newly acquired crew-turned-pirate, whispered that this act placed a deadly and dreadful curse upon the head of Captain Sangrio, but if he suffered from such a curse he felt nothing of it in his youth. His career as a plunderer of the sea was marked by a long slew of bloody rapine, unscathed by any prophetic disaster for nearly twenty long years. It was no human enemy which revenged itself upon him in the end, but an armada of elven ships out in force, barring his route north. What their purpose was upon Bretonnian waters Iago did not know, but without even knowing of his reputation as a maritime cutthroat, they attacked both he and his pirate flotilla, decimating every ship save his own and driving him to ruin.
For years hence he has struggled to regain some semblance of his former glory and a modicum of his former wealth. But, though his deeds have earned him a well-deserved reputation as a man not to be trifled with, so have his failures branded him with the pallid mark of death.
Cast of NPCs:
Captain Iago Sangrio began his distinguished naval career as a cabin boy aboard the Lady's Cutlass, an Estalian merchant ship which ventured regularly from serene, bucolic Tilea to as far as the distant, pine-grizzled Empire of Man. Little is known of his life before this point, for he only attained notoriety many years after, having graduated to a deck hand, by organizing the infamous mutiny against the ship's captain, Esteban Malevela, renaming the Cutlass the Weeping Matron after carving deep, jagged tears into the wooden figurehead of the goddess Myrmidia adorning the prow.
Many, even some among his newly acquired crew-turned-pirate, whispered that this act placed a deadly and dreadful curse upon the head of Captain Sangrio, but if he suffered from such a curse he felt nothing of it in his youth. His career as a plunderer of the sea was marked by a long slew of bloody rapine, unscathed by any prophetic disaster for nearly twenty long years. It was no human enemy which revenged itself upon him in the end, but an armada of elven ships out in force, barring his route north. What their purpose was upon Bretonnian waters Iago did not know, but without even knowing of his reputation as a maritime cutthroat, they attacked both he and his pirate flotilla, decimating every ship save his own and driving him to ruin.
For years hence he has struggled to regain some semblance of his former glory and a modicum of his former wealth. But, though his deeds have earned him a well-deserved reputation as a man not to be trifled with, so have his failures branded him with the pallid mark of death.
Rethondil, Captain Sangrio's enigmatic First Mate, is an unusual sight among the usual riff-raff and human detritus of the pirating landscape, or seascape as it were: a high elf of Ulthuan, still garbed in the regal attire of an Asur sea captain. Little is known of him for he is seldom seen at port and almost never leaves the Weeping Matron, and when asked of his past replies only with a cold and imposing stare. It is whispered among the most senior members of the crew, those who have survived Sangrio's insane forays into the maw of death the longest, that the First Mate once held great standing within the fleets of the Phoenix King himself, but was disgraced by some calamity – perhaps the same calamity that scarred half of his face with a hideous disfigurement and struck one of his eyes with blindness.
Whatever the truth of his past may be, it has made of him a stern and detestable creature in the present day. Well-known are the cruel and pitiless demands of First Mate Rethondil, who runs the ship as though he himself were her captain; well-known are his exacting measures of perfection and the harshness of his discipline. Like the Captain, he is often below deck, away from the crew, poring over some interminable scheme. It has been speculated in the past, however, that Iago Sangrio's schemes and those Rethondil of Ulthuan may not perfectly overlap...
Whatever the truth of his past may be, it has made of him a stern and detestable creature in the present day. Well-known are the cruel and pitiless demands of First Mate Rethondil, who runs the ship as though he himself were her captain; well-known are his exacting measures of perfection and the harshness of his discipline. Like the Captain, he is often below deck, away from the crew, poring over some interminable scheme. It has been speculated in the past, however, that Iago Sangrio's schemes and those Rethondil of Ulthuan may not perfectly overlap...
Obai, the Hunter of Hunters, Butcher of Bokugon, Meat-bringer, Curse-eater, blademaster and expert marksman; all these things are Obai. A Hung warrior from the great, frigid deserts of the Eastern Steppes, Obai has forgotten more about inflicting pain than most will ever learn. He has killed more men upon the edge of his blade than many a Druchii shade or Eshin assassin, and without the assistance of cunning devilry or debilitating tricks. His tribe, believing him chosen by the Chaos Gods, sent him on a far-flung journey across the world to bear the standard of Ku, the Spirit Hunter, patron of his ancestors. However, while encamped upon the plains of Cathay, Obai had a dream.
In this dream, a great, vast buzzard filled the sky and spoke with his mother's voice, telling him to abandon the east and travel to the Old World, and there to ply his trade as a killer of men. Await a sign from the Architect of Fate, the God of Schemes whispered to his dreaming soul, for I will come upon you again to reward your obedience. And so Obai went west, as commanded, eventually joining forces with an ogre exile. Obai had some knowledge of the west and knew that ogre mercenaries fetched a high salary, and therefore took his companion to find employment in Tilea. How and why he found himself upon the Weeping Matron have become unimportant trivialities. He is here now, serving as the ship's most senior sellsword and Captain Sangrio's personal bodyguard. He is here, and he is waiting for a sign.
In this dream, a great, vast buzzard filled the sky and spoke with his mother's voice, telling him to abandon the east and travel to the Old World, and there to ply his trade as a killer of men. Await a sign from the Architect of Fate, the God of Schemes whispered to his dreaming soul, for I will come upon you again to reward your obedience. And so Obai went west, as commanded, eventually joining forces with an ogre exile. Obai had some knowledge of the west and knew that ogre mercenaries fetched a high salary, and therefore took his companion to find employment in Tilea. How and why he found himself upon the Weeping Matron have become unimportant trivialities. He is here now, serving as the ship's most senior sellsword and Captain Sangrio's personal bodyguard. He is here, and he is waiting for a sign.
Blugg... what can be said of Blugg? Vicious, brutal, stupid, as most ogres are. Yet unlike most ogres, some small, meager candle flame of entrepreneurial thinking seems to flicker inside his thick skull. Exiled from the Ogre Kingdoms by his clan for staging a failed coup against their chieftain, he meandered aimlessly west for many weeks, until happenstance thrust an unlikely companion in his path. Obai, the Hung warrior, happened upon him, and their first meeting was tumultuous, for instead of exchanging greetings they crossed blades. For nearly twelve hours they battled, Blugg unable to match the warrior's speed and skill, but Obai unable to inflict a mortal wound.
At last they retired from the fight in exhaustion and decided it would be easier to simply be friends. They traveled together westward toward Tilea, where they cycled through many jobs as mercenaries, sell-swords and thugs for hire before finally settling upon sea-faring. Obai knew something of the sea, and was able to convince his employers to let Blugg tag along as muscle -- for indispensable indeed are the muscles of an ogre, worth at least twenty ordinary deck hands, if not more. It was with Obai that Blugg wound up upon the Weeping Matron, where they have remained for nearly six years.
Unlike the taciturn and laconic Obai, Blugg is loud, boisterous and vicious, often delighting himself by belittling new crew mates and testing their courage with crude threats and terrifying stories.
At last they retired from the fight in exhaustion and decided it would be easier to simply be friends. They traveled together westward toward Tilea, where they cycled through many jobs as mercenaries, sell-swords and thugs for hire before finally settling upon sea-faring. Obai knew something of the sea, and was able to convince his employers to let Blugg tag along as muscle -- for indispensable indeed are the muscles of an ogre, worth at least twenty ordinary deck hands, if not more. It was with Obai that Blugg wound up upon the Weeping Matron, where they have remained for nearly six years.
Unlike the taciturn and laconic Obai, Blugg is loud, boisterous and vicious, often delighting himself by belittling new crew mates and testing their courage with crude threats and terrifying stories.
Ashibarah originally hails from a nomadic people native to the borders of the Southlands known for trekking across the perilous secret paths of the Land of the Dead to trade with the people of Araby. Having been taught these secret paths at a young age, Ashibarah broke off from his tribe to become a treasure hunter, plundering the relics of the Tomb Kings to trade in for enough gold to sate his lusts in Ka-Sabar; a career path whose experience would eventually serve him well in the employ of Captain Sangrio. For reasons unknown, he wears a veil over his face at all times, refusing ever to remove it even when he sleeps or drinks.
Despite this odd measure of secrecy, he is an extremely amiable fellow, known for being the most personable veteran of Sangrio's crew – and one of the few who continually survive his reckless antics at sea. Ashibarah, being the merry-making extrovert and natural patron of his fellows that he is, is jokingly called the Bosun by the Captain. This title is decoratively only, for Sangrio has no need of a foreman to look after such a scant crew. Beside this, it is no secret that Ashibarah is not well liked by the Captain, nor his imperious elven first mate.
Cast of PCs:
Despite this odd measure of secrecy, he is an extremely amiable fellow, known for being the most personable veteran of Sangrio's crew – and one of the few who continually survive his reckless antics at sea. Ashibarah, being the merry-making extrovert and natural patron of his fellows that he is, is jokingly called the Bosun by the Captain. This title is decoratively only, for Sangrio has no need of a foreman to look after such a scant crew. Beside this, it is no secret that Ashibarah is not well liked by the Captain, nor his imperious elven first mate.
Cast of PCs:
Falk Graufer was among the most gifted students of the Grey Order. His home has always been among the umbral corners and so one day before an auld brick building in Altdrof, the beggar Falk with not but his father's ring and his own rags to his name was inducted into the illusive power of the Lore of Shadow. There he mastered the art of disappearance, of illusion and trickery. When he left in exile for reasons unknown, the best Witchhunters of the Inquisition speed in chase. And while propelled by scant traces and false trails, they continue to live in deaf ignorance of the impish laughter of the quiet shadows about them.
Grin the Gobbo is a strange creature, even by the standards of other members of his race. While he admits that he fled his native lands to evade danger of some sort, Grin has never revealed the exact circumstances behind his exile. Nonetheless, Grin is physically a rather typical member of his kind in appearance, being a diminutive, impish individual with monochromatic red eyes, pointed ears, a large hooked nose, and a mouthful of irregular jagged teeth often twisted into a rictus. But while he additionally possesses the devious cunning that defines most goblins, Grin is oddly bold and brazen for his kind, seemingly enjoying the rush of mortal danger as he taunts and torments those who could presumably kill him ten times over.
Fortunately for Grin, his uncanny skill in combat makes him hard to catch, with the goblin using his small size to his own advantage, slipping into spaces larger creatures would struggle to fit into and confusing the enemy by sticking to the shadows, only striking when an opportunity reveals itself. As what his green-skinned brethren would call a "sneaky git", Grin carries an assortment of disposable improvised blades that often end up embedded in vulnerable points of the body, such as the eyes, throat, and joints, to either kill an enemy quickly or disable them and leave them helpless against Grin's torments.
Much like other goblins, Grin has no lofty goals of conquest or glory, only seeking to survive and entertain himself when the moment calls for it.
A druchii raider long separated from the dread fleet from whence he hailed.
Appearance:
The dark elf warrior appears to be in his prime, a menacing figure among his allies. He's taller than most men, and though lithe in build, his limbs are corded with solid, sinewy muscle that foretells an uncanny might when called upon.
His face is long and gaunt. Colorless eyes leer out from deep, blackened sockets. The hair has been shorn from his brows and pate for all but a dense plume near the back of the crown, which he gathers up in a narrow tube of mammilian leather. There's no question as to whose back this band was flayed from; here and there, brands denoting property can still be seen upon it.
His stark flesh harbors a blued anoxic pallor, not too unlike a corpse exposed to a winterlong frost. It bears many scars, though few are noteworthy - the most distinct markings were put there by his own intent. Tattoos decorate his upper body from neck to nail, immaculate in penmanship as they are offputting in design. Most wrap over his arms in spiralling, serrated, fin-like webs, though a strange cluster of unknown characters sit upon the left shoulder. Whatever significance they carry matters little beyond the bleak shores of Naggaroth, and might be best left that way.
Skills:
Close to a human lifespan spent amidst a Black Ark's fleet has carved the elf into a dangerous and resourceful creature.
As any seasoned corsair would have, he has crossed steel with man, elf, and worse. He has reaved up and down the fecund coasts of Ind and Cathay, clashed with the seaguard of Ulthuan in their own gilded waters. Though proficient with a number of weapons, he favors the light crossbow and warblade that the Black Ark Corsairs have made infamous - the latter of which he's learned to wield with terrifying ease.
Almost more perilous than open battle against foes, however, was life alongside fellow druchii themselves. Only rare days saw outright bloody treachery aboard the Black Ark - indeed, the crew feared the Fleetmaster's nightmarish punishments far more than anything they were capable of inflicting on one another - but no day passed without some new scheme brewing just below deck. To serve in a Naggarothi naval cohort is to wade through a swirling mire of ever-shifting allegiances, plays for power, and all manners of underhand dealings that accompany both. To survive, to thrive in such a place demands recognition of all of these sordid functions.
Tall Tales? Maybe. Something more? Perhaps. Any who believe the rumors are dismissed as mad, and the witch hunters take care of them soon after. Surely its not true is it? Right beneath our feet? Impossible. Sartosa is awash with knaves and scoundrels of all types. Surely this is yet another ghost story...
Right?
Grin the Gobbo is a strange creature, even by the standards of other members of his race. While he admits that he fled his native lands to evade danger of some sort, Grin has never revealed the exact circumstances behind his exile. Nonetheless, Grin is physically a rather typical member of his kind in appearance, being a diminutive, impish individual with monochromatic red eyes, pointed ears, a large hooked nose, and a mouthful of irregular jagged teeth often twisted into a rictus. But while he additionally possesses the devious cunning that defines most goblins, Grin is oddly bold and brazen for his kind, seemingly enjoying the rush of mortal danger as he taunts and torments those who could presumably kill him ten times over.
Fortunately for Grin, his uncanny skill in combat makes him hard to catch, with the goblin using his small size to his own advantage, slipping into spaces larger creatures would struggle to fit into and confusing the enemy by sticking to the shadows, only striking when an opportunity reveals itself. As what his green-skinned brethren would call a "sneaky git", Grin carries an assortment of disposable improvised blades that often end up embedded in vulnerable points of the body, such as the eyes, throat, and joints, to either kill an enemy quickly or disable them and leave them helpless against Grin's torments.
Much like other goblins, Grin has no lofty goals of conquest or glory, only seeking to survive and entertain himself when the moment calls for it.
A druchii raider long separated from the dread fleet from whence he hailed.
Appearance:
The dark elf warrior appears to be in his prime, a menacing figure among his allies. He's taller than most men, and though lithe in build, his limbs are corded with solid, sinewy muscle that foretells an uncanny might when called upon.
His face is long and gaunt. Colorless eyes leer out from deep, blackened sockets. The hair has been shorn from his brows and pate for all but a dense plume near the back of the crown, which he gathers up in a narrow tube of mammilian leather. There's no question as to whose back this band was flayed from; here and there, brands denoting property can still be seen upon it.
His stark flesh harbors a blued anoxic pallor, not too unlike a corpse exposed to a winterlong frost. It bears many scars, though few are noteworthy - the most distinct markings were put there by his own intent. Tattoos decorate his upper body from neck to nail, immaculate in penmanship as they are offputting in design. Most wrap over his arms in spiralling, serrated, fin-like webs, though a strange cluster of unknown characters sit upon the left shoulder. Whatever significance they carry matters little beyond the bleak shores of Naggaroth, and might be best left that way.
Skills:
Close to a human lifespan spent amidst a Black Ark's fleet has carved the elf into a dangerous and resourceful creature.
As any seasoned corsair would have, he has crossed steel with man, elf, and worse. He has reaved up and down the fecund coasts of Ind and Cathay, clashed with the seaguard of Ulthuan in their own gilded waters. Though proficient with a number of weapons, he favors the light crossbow and warblade that the Black Ark Corsairs have made infamous - the latter of which he's learned to wield with terrifying ease.
Almost more perilous than open battle against foes, however, was life alongside fellow druchii themselves. Only rare days saw outright bloody treachery aboard the Black Ark - indeed, the crew feared the Fleetmaster's nightmarish punishments far more than anything they were capable of inflicting on one another - but no day passed without some new scheme brewing just below deck. To serve in a Naggarothi naval cohort is to wade through a swirling mire of ever-shifting allegiances, plays for power, and all manners of underhand dealings that accompany both. To survive, to thrive in such a place demands recognition of all of these sordid functions.
Tall Tales? Maybe. Something more? Perhaps. Any who believe the rumors are dismissed as mad, and the witch hunters take care of them soon after. Surely its not true is it? Right beneath our feet? Impossible. Sartosa is awash with knaves and scoundrels of all types. Surely this is yet another ghost story...
Right?