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Shipwrecked

Shipwrecked

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The sailors and passengers of the good ship Sea Breeze end up on a very strange shore.

2,447 readers have visited Shipwrecked since Irish Wolf created it.

Introduction

Once again, the countries of Mersia are plunged into bloody conflict. For two years, the kingdoms and so-called republics have watched as the revolution in Tordard has sown terror and death across the mighty nation. With their own fears rising, the kings protested the executions of the Tordardian nobility, to which the Revolutionary Government paid no heed. Then King Louis IX was hanged after a rather short trial, for his crimes against the people of Tordard.

When the news reached King Charles II of Crebel, he promptly declared war, ordering that his army to muster and his navy to harass any shipping along the Tordard coast. When the declaration reached the Revolutionary Government, They declared war on Schunno, the kingdom on their southern border and the traditional ally of Crebel. As the National Guard marched south, a letter from the king of Elmdelem arrived at the Tordardian capital city of Tinzon.

King George demanded that the wife and children of the late King Louis be delivered into his keeping. The revolutionaries interrupted this as a plot by the Elms, to see their government overthrown when Louis X came of age. The demand was refused and war was declared against both Elmdelem and their traditional ally, the Republic of Rilnyi. Several new regiments of the National Guard were conscripted and ordered north.

An uneasy alliance was created between Elmdelem and Crebel. The tension was cause both by a history between the two great powers of going to war with each other and the fact that Crebalian Navy ships were still taking Elmsmen merchants off the Tordardian coast as legal prizes. As general war breaks out across the land, each nation seeks ways to drawn the neutral nations into the conflict on their side.

In an effort to enlisted the Ulsttorish in their cause, the Elms have gifted their neighbor two breeding pairs of wild Gryphons and a dozen eggs. The only catch, the United Clans of Ulsttor have to send their own ship down to the Vor city state of Omilia, which is located on the far southern tip of the Mersian continent to pick them up, along with a pair of Gryphon Riders from the Elm Aircore. Because what few warships the Ulsttorish Navy possess are tried up protecting the coast, the Clanlords are forced to hire a merchantman to get the gift.



Alright, so the plot of the game is going to run a little something like this:
In an attempt to avoid the troubles in the Inner Sea, the merchantman will attempt to sail around Crebel and Elmdelem. During this voyage, the ship will be forced off the trade route and caught in a freak (or unnatural) storm and get wrecked. After the storm passes, the passengers and crew get their first look around and realize that they’re not on the Mersian continent anymore.

While attempting to survive and get home, they get caught up in another war.



The World

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The known world of Aresia is made up of the continent of Mersia. There are three islands and then the continent proper. Then known nations stop at a pair of mountain ranges, the Foothill Mountains and then The Wall mountain range. The Wall mountain range is near impassable and has a massive desert on the eastern side. The desert continue for hundred of leagues and ends before the lush, isolated Eastern Nations. A small number of merchants (mostly from Delen and Vors) make the rather dangerous voyage for the rare goods found there. The merchants only get to visit one small port and learn nothing about the Eastern Nations. The technology and culture of the Western nations is roughly about the same as Earth in the late 1700s/early 1800s.

Far to the south, is a second, unmapped and unnamed continent. Several trade posts have been established along the northern coast, along for the merchants to batter with the dark skinned natives for things like ivory, animal pelts and gold.

Across the Ameroth Ocean lies the unknown continent of Bloosia. Five hundred miles inland from the eastern coast a tall mountain range, called the Ahuaxpitzatzins, raises in a rough oval, filled with passes and tunnels leaded to the lands beyond. The whole of the continent is steamy and lush rainforest, filled with exotic animals and human-like beings. Scattered around both the northern and southern tips of Bloosia are rather large groups of small islands. The lands across the western face of the central mountains are uninhabited for some reason. Any attempt to settle there is met with failure.

Races

Human
The human population of the Known World is Caucasian (ranging from pale skin tones and light hair in the north to the more olive completions and dark hair of the south). Most of the ten nations have strong similarities with European counties on a basic level.

Elmdelem is equal to England

Delen is equal to Holland

Vors is equal to Italy

Crebel is equal to Spain

Tordard is equal to France

Schunno is equal to Austria

Rilnyi is equal to Hanover

Addmor is equal to Belgium

Swiden is equal to Switzerland

Ulsttor is equal to Ireland/Scotland

Lythari
The Lythari are a race of humanoid beings, much like some descriptions of elves, which are the native people of Bloosia. An average Lythari would match an average human in height and could very well pass as a human, if it wasn’t for the elongated ears (that can reach almost half a foot long), which end in a rounded point. Their skin tones are darker then the Mersians but lighter then those of the southern continent. Nearly ever member of this race has black hair save for a small percentage that are graced with either golden or platinum blond coloration.

The Lythari have five levels of society. On the top are the nobility, followed the priestess, then the warriors, the commons and finally the slaves. To be a noble or a priestess, one must be born into that caste, although its more a thing of luck or fate to join the ranks of the priestess. It should be noted that women rule Lythari society. This is caused from a low birthrate of males and an even lower survival rate among those male babies. With this lack of males, they are given the least dangerous jobs, leaving the warrior and ruler castes to the women. The Lytharians do not marry. The men live in walled compounds near the village or city temples, where they can be best protected and are visited by woman seeking a child.

The various tribes might worship different gods but always have either the sun or the moon at the greatest of all deities. This has caused a distinct split between the Lythari, leaving an empire dedicated to the sun within the Ahuaxpitzatzins and an alliance of moon worshiping monarchies, ruled by queens, living near the coast. No matter which nation though, any Lytherian lucky enough to be born with blonde (golden for the those that worship the gun and platinum for the moon) hair become priestesses. In both religions, the great celestial bodies require blood sacrifice to keep giving life to the planet. Both the Alliance and the Empire send nearly daily raids across the Ahuaxpitzatzins to capture slaves and sacrifices.

The Lythari do not know of iron, bronze or copper. The only metals they work are gold or silver, which are used for jewelry or ornamental bowls and cups. Their knives, spears and swords are made from obsidian. Their armor is made from cotton and is often covered in feathers or animal skins.



Creatures
Sea Serpent: large snake-like reptiles with dragon like heads and scales. Most rarely grow larger then sixteen feet but some of the deep-water species can grow large enough for four of the reptiles to threaten whales. Most are even tempered and can been seen around coastal villages and following ships. They eat scraps thrown into the water or hunt for fish and crustaceans. The large ones are uncommon and mostly seen as young serpents. The teeth and scales of the large deep-water ones are prized. It is not uncommon to see sea serpents forming “hunting pack”.

Found in all waters, be they ocean, lake or stream

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Gryphon: One of the stranger creatures in the world, a gryphon appears at first to be the bastard offspring from a lion mating with an eagle or maybe the rear half of a lion attached to the front half of an eagle. Whichever way it seems more plausible, a Gryphon has the forelegs and talons of an eagle, a lion's hindquarters. Its eagle's head has very prominent ears, much like a horse’s but feathered. Their tails are also an oddity, it appears that they have both a lions and an eagle’s tail, with the lion’s tail sticking out of the middle of an eagles.

Gryphon’s are common to the continent of Mersia and are somewhat domesticated by humans. Most nations have either an Air Cavalry or Aircore made up of gryphon riders armed and dressed like hussars or light dragoons, save for the shako. Some male gryphons can be temperamental and will only let women ride them, so most Aircores have women riders. While the tamed gryphon’s will mate and produce young, most nations hire trappers to capture and break wild ones to enhance their bloodlines or steal their eggs.

There are no Gryphons on Bloosia.

Image

Itzcoatl
The Itzcoatl are large bipedal reptiles, with long whip-like tails. Most stand on average six feet high at the shoulder and can be as long as twenty-four feet, from nose to tail tip. Their feet have two toes and a large, curved claw on the inner part of the foot. They have a leathery skin, which is mottled green, brown and black. Both males and females have feathers, located in a crest on the back of the head and a patch on the end of the tail. Where the females have dull, brown feathers, the males will have brightly colored ones, chiefly in reds or yellows.

Itzcoatl are used much like the horse is back in Mersia, as beasts ridden with a reins and saddle. The bit for the reins has to be made of stone as the beast’s sharp and bone-crushing teeth will cut through leather easily. The Lythari will ride the to battle but will dismount to fight, has a general rule. However, of late as the Empire sends more and more warriors in raids that penetrate deeply into Alliance territory, Alliance warriors are forced to chase them down and do combats while mounted.

Huemac
Huemacs are large, quadruped reptiles, with thick bodies and legs but a tiny head set on a short, thick neck. Theses lumbering beasts had grow to forty feet long and weigh close to eight tones. At the shoulder, they can to be eight feet tall. Like the Itzcoatl, they have leathery skin but it is normally an ugly shade of greenish gray.

The Lythari use them as beasts of burden, setting a saddle across the shoulders and then tying baskets of trade goods or tribute down the beasts back. The creatures will walk in a straight line if the handlers let them, no matter what’s in the way. They have been known to smash into trees and walls. To get the beasts to make a change in direction, the handlers will smack the Huemacs on the opposite side of the head.

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Reviews

30/30
Characterization: Advanced Plot: Advanced Depth: Advanced Style: Advanced Mechanics: Advanced Overall: Advanced
Tiko wrote:This is a very well put together roleplay and had I the time for such things, I myself might have been interested in joining such a game. The characters are well designed and believable, and their personalities and characteristics are strongly drawn - so as to allow a reader to really differentiate them as individuals, and as people. And though I was initially confused as to what the plot would be following, due to information being provided for one war, with an implication that the story itself would be about a different war, as the RP began to unfold, it became apparent that the background information strongly helped to set the mood of both the characters and the world. Well done. Initially I was only going to rank it proficient with mechanics, due to a large number of spelling and grammar errors early on, but as it progressed it became apparent that they did not reflect on the over-all quality, and had merely slipped through proof-readings. All in all, I rank this a 30/30 and would recommend it to anyone interested in a story driven RPG of high quality.

The Story So Far... Write a Post » as written by 10 authors

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Watching the young sailor slowly go cold in front of her hadn’t been easy for Maggie, though she feared the captain had taken the blow much worse. She was also concerned for James, who looked utterly exhausted, having been forced to over exert himself and reopening his wounds. A very powerful feeling that felt dangerously like hatred bloomed in her chest as she watched the barbarian warriors retreat back into the trees. The only satisfaction she held was the knowledge that they’d taken a few of the savages with their own casualties. Perhaps next time they would not underestimate their group, though that was not necessarily a good thing. The more time she spent on this god forsaken piece of land, the warier she because of it. If this was but the welcoming party, what horrors could possibly be waiting farther inland?

“Are we to be taking prisoners?” Maggie asked the Captain after a moment, knowing the will to keep moving must be kept up. The idea of treating the women that had so ruthlessly attacked them left a rather foul taste in her mouth, but she’d treat them last to keep around for information (not that trying to communicate with these people was proving very fruitful) or simply as hostages if any of the natives attacked again.

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With the final few savages retreating far beyond the tree-line, James flicked the safety catch of his pistol back on and turned around, casting a grim look over the body of the boy who they'd hauled up from the beach just moments ago, then turning away again.

Wearily, he limped over to part of the remains of the mast and sat down, grimacing as the action tugged at the wound in his side. The ship and its crew were a mess; a rag-tag group of the tired and terrified, many of them in no better state than James himself due to the injuries they'd sustained in the brief but ferocious battle. They were going to have to move soon, he realised. They wouldn't be able to fend off another attack and the savages, whoever they were or wherever they'd come from, knew were they were now.

But some things came first.

"Are there any spades on the ship?" he said to Calder. The dead needed to be buried.

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“No” said Calder, answering both questions at the same time, “If ye want ta keep one of these savages as a pet, ye’re have ta keep ‘em away from me crew.”

He didn’t feel the need to explain why there were no spades aboard his ship. It was mostly because they didn’t have much cause for digging, while out at sea. They also hadn’t been sailing down to the southern continent, where basic metal tools could be worth a good deal in trade, when the storm had swept them to this shore. They did have things like axes and hammers though, as both were needed for maintenance for the ship. Maybe they could build a proper fort at some point. A pity the Sea Breeze’s carpenter hadn’t been aboard when the ship was beached.

In the end, the sailors were forced to use a mixture of things to dig the graves. A few of the spare oars for the missing ship’s boats were found, a number of broken boards were picked up and a few men used their hands, as the scooped holes in the sand above the tide line. In all total, five out of the forty sailors were laid to rest, each with a marker with their name. The natives, who went uncounted, were buried in a mass grave, marked only with a single board. The writing on the board was not so much to name those lying beneath the sand but to keep the souls of the dead trapped there.

Now came the hard part. Calder knew for a fact that James would come and demand that they move away from the beach. There were a few problems with that plan though. They couldn’t carry away all the supplies the ship had to offer (like the barrels of powder). They didn’t have anywhere inland to head towards. While they were walking through the trees, they could blunder into the natives again. Several of the men were wounded and couldn’t make a long march into the forest. Then there was the Major, being both sick and unable to move by himself.

Maybe the captain could get the merchant off his back, by ordering him to take a few of his sailors and scout out a place to head to.

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James, in fact, had been thinking of something very similar to Calder's plan. A scouting party meant that those who weren't stupid enough to want to stay with the skeleton of the ship; that beacon for further attacks from the savages, could accompany him further into the island where they might he able to find some new shelter- a cave or a new bay- from which to base themselves. And it Maggie were to accompany him, which he was determined she would, she would be safe. Or at least safer than if she remained at the beach.

He related his idea to her as she saw to the reopened wound in his side as the sat in the portion of the sleeping quarters below deck that had not been destroyed by the wreck upon the rocks. As he spoke, he paused occasionally to grimace at the sting of pain as she did whatever she was doing.

"The captain will not leave his ship currently. But if I can find a safer place inland then perhaps he could be persuaded. We cannot remain here; those savages know where we are and will surely return to avenge their dead and finish off the rest of us. You'll come with me," he added, more a statement than a question.

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“Certainly,” Maggie replied to James as he told her his plan, and wrapped his bandages a bit tighter than necessary to show she was less than pleased with what sounded suspiciously like an order. “But because your plan is sensible and the most logical course of action at present.” Maggie stated quite clearly so the message got a cross. She was not a piece of property to be carted around or claimed. The rather odd bond that had formed between the two of them was quite new to Maggie, and she assumed his sense of protectiveness was coming from that, but she was not willing to fall into the role of helpless and dependant female because of it. Annoyingly, she had already needed to be rescued twice, though both she hardly considered her fault, or that of her gender. The savage woman from earlier had been lying in wait for them, she’d simply been the first to go back to the tents alone, and had the situation with the Major not been injured and in need of assistance to reach the safety of the ship, Maggie would have been one of the first ones there. They were simply unpleasant turns of circumstance that could have happened to anyone.

“I suppose we’ll be needing some supplies for our extended jungle expedition.” Maggie commented lightly, standing up after she’d finished rebandaging James’ wounds before extending a hand down to help him to his feet. “I’ll see about rounding up some previsions. Any ideas about whom else to bring?”

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James flinched as Maggie pulled the bandage unnecessarily tight around his ribs.

"I doubt you would do anything for any other reason," he muttered, as he moved out of her reach then took her hand to stand. His side felt infinitely better now it was properly stitched and dressed again though for not the first time in the last hour, he inwardly cursed the savage who had necessitated the bandages.

Shrugging his shirt (which had had the blood stains washed out of it by seawater) back on, he buttoned it back up again and eyed the captain. He had little doubt that the captain would accept his suggestion but how he would react to a number of his men, or even Maggie herself, going with him was another matter. James had long recognised that he and Calder were both men used to being in charge. The ship was the captain's home turf and whilst they were on it, James respected his authority. Now, however, in this strange and foreign land, no one had a right to decide the fate of the group more than anyone else. Calder would be happy to get rid of him, at least.

James approached Calder where he stood by the boat that had once been his own.

"Captain Mor," he said. "No doubt you will be unsurprised by what I am about to say but I think it is time we left the beach. The savages know where we are now and there must be places nearby that can afford us better shelter and a fresh supply of water. Allow me-" James used the term simply as a matter of politeness. There was no question of 'being allowed'. "-to take anyone who's willing to come to scout out such a place."

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Calder felt like cracking James over the head with something heavy. It didn’t matter that this was just what he wanted from the man, it was just something in the man’s tone. Maybe it was because this new challenge to his right to lead was veiled as a question. He was the damn captain, he had fought pirates, battle storms and outwitted naval captains maintaining blockades. What had this milk-toothed puppy done with his life? Haggled out contracts over a cup of tea? Danced with the daughters of other merchants at social parties on a fine summer evening? Maybe a duel? What right did he have to try to tell him how to survive on this hellish shore?

“Ye can have five” said the Captain, waiting a moment, as if he was thinking the request over and then being very generous in his answer, “And ye can have some of da ship’s small arms, with powder and shot.”

Mor wanted to grit his teeth. With the five dead and five going with James, that would bring the total cost of the morning to a quarter of his men, whom were only half the number of sailors who had been onboard, when they sailed from Omilia in Vors. He wasn’t a military man but he knew armies would rout suffering such loses. Not that he was going to be judged in military texts or at least he hoped not. With his luck, if he was ever remembered for some action here, it would be for a bloody last stand and it would be the natives, not his own Ulsttormen to remember.

As it turned out, only three sailors volunteered to join James on his little joint past the tree line. Two more had to be volunteered in the same way a man suffering impressments willingly joined the Navy. They were furnished with four muskets, with thirty rounds a piece and a blunderbuss with enough pistol balls to fire the shotgun-like weapon a few times. Two axes, a cutlass, a club and a pair of pistols were also given over to the sailors, along with a bottle of rum.

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James was not comfortable with Calder's method of 'volunteering' the last two men for his expedition; they were not being paid after all and James, who fiercely valued his own independence, respected the same in his own men back in Vors. However, he tolerated it primarily for Maggie's sake; the more people around to protect her the better. He had no experience of anything remotely resembling what he was about to do but had also wondered if a party of seven might attract more attention than was necessary.

Back on the beach, James had gathered up the supplies Calder had begrudgingly spared for them and rationed them out amongst the five other men. He'd found one of his own packs in the ruins of the ship and had filled it with everything he might need. Most importantly, his pistol remained at the small of his back out of sight but easily accessible should the savages with their strange steeds decide to reappear.

Shouldering the bag, he strode across the sand to where Maggie was in the tent.

"Ready?" he said, ducking inside stiffly (the wound in his side, though now tightly bandaged, did not allow for much flexibility of movement at the moment). "The sooner we leave..."

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Aresia

Aresia by Irish Wolf

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View All » Add Character » 13 Characters to follow in this universe

Character Portrait: Calder Mor
Character Portrait: Whip Venst
Character Portrait: Margaret "Maggie" Thimbleton
Character Portrait: Lord Phillip Holmes Durkin
Character Portrait: James Viteri
Character Portrait: Baz OcHann
Character Portrait: Nicholas Griffith
Character Portrait: Jane Watkins
Character Portrait: Dolores "Lola" Rio
Character Portrait: Izquixochitl
Character Portrait: Loare
Character Portrait: Salina Delvard

Newest

Character Portrait: Loare
Loare

A Lythari turned wild woman who has lived alone for most of her life.

Character Portrait: Izquixochitl
Izquixochitl

A priestess of the Lythari moon-worshipping alliance.

Character Portrait: Dolores "Lola" Rio
Dolores "Lola" Rio

Natural born follower

Character Portrait: Jane Watkins
Jane Watkins

Ensign in the Elmish Aircore

Character Portrait: Nicholas Griffith
Nicholas Griffith

Major in the Elmish Aircore

Character Portrait: Baz OcHann
Baz OcHann

Schunnoan soldier on a secret mission

Character Portrait: James Viteri
James Viteri

Nephew of the wealthy Lord Durkin and second-in-command of the family's huge trade empire.

Character Portrait: Lord Phillip Holmes Durkin
Lord Phillip Holmes Durkin

He's the one paying for the shipping, and as such has taken a personal interest in the matter.

Trending

Character Portrait: Izquixochitl
Izquixochitl

A priestess of the Lythari moon-worshipping alliance.

Character Portrait: Calder Mor
Calder Mor

Captain of the Sea Breeze

Character Portrait: Baz OcHann
Baz OcHann

Schunnoan soldier on a secret mission

Character Portrait: Loare
Loare

A Lythari turned wild woman who has lived alone for most of her life.

Character Portrait: Lord Phillip Holmes Durkin
Lord Phillip Holmes Durkin

He's the one paying for the shipping, and as such has taken a personal interest in the matter.

Character Portrait: Dolores "Lola" Rio
Dolores "Lola" Rio

Natural born follower

Character Portrait: Nicholas Griffith
Nicholas Griffith

Major in the Elmish Aircore

Character Portrait: Whip Venst
Whip Venst

A rogue pirate from Swiden, running from something other than the law...

Most Followed

Character Portrait: Jane Watkins
Jane Watkins

Ensign in the Elmish Aircore

Character Portrait: Baz OcHann
Baz OcHann

Schunnoan soldier on a secret mission

Character Portrait: Calder Mor
Calder Mor

Captain of the Sea Breeze

Character Portrait: James Viteri
James Viteri

Nephew of the wealthy Lord Durkin and second-in-command of the family's huge trade empire.

Character Portrait: Loare
Loare

A Lythari turned wild woman who has lived alone for most of her life.

Character Portrait: Dolores "Lola" Rio
Dolores "Lola" Rio

Natural born follower

Character Portrait: Whip Venst
Whip Venst

A rogue pirate from Swiden, running from something other than the law...

Character Portrait: Izquixochitl
Izquixochitl

A priestess of the Lythari moon-worshipping alliance.


Fullscreen Chat » Create Topic » Shipwrecked: Out of Character

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Most recent OOC posts in Shipwrecked

Re: [OOC] Shipwrecked

Just a heads up to say I posted...

Re: [OOC] Shipwrecked

*poke*

My dears, are we going to keep moving?

I thought I had convinced Wakeangle to join up but I haven't heard from her in a few days. I'm in the process of throwing up a new recruiting thread.

Re: [OOC] Shipwrecked

Well ninja, the Alliance and Empire are at war, its just kinda stalled into skirmishes and raiding. Plus the Empire already has a plan to breath a little life back into the conflict.

Anyways, it sounds like idea 1 is the winner and I have sent out a few pms and will be opening a recruiting thread some time today.

Re: [OOC] Shipwrecked

Perhaps a combination of 3 and 1? Say we get through the part in 3 where we meet Xo and they are headed back to her city when the hostile natives of the other sect strike, taking Xo and some of the group hostage while the other's escape. Perhaps then it could turn into a collaborative rescue mission between the shipwrecked sailor and the people of Xo's city? I got the vibe there was going to be war between the two sects anyway, so perhaps this is a catalyst that gets the ball rolling?

Re: [OOC] Shipwrecked

Well, I think option 1 sounds the most interesting but really, it's your RP. Perhaps we could do with some more recruitment too...?

Re: [OOC] Shipwrecked

Oh and if you'd like some more natives, like say a hunter or warrior, say the word and I'll make her.

Anyways, time fore bed.

Re: [OOC] Shipwrecked

The plot is loose and willing to wiggle!

Now I suppose that we have a few directions we could go in, depending on how you feel about it.

Option one

James and party find the town Xo was heading to in the last or only post she was mentioned in (page 2). When the humans show up, the Lythari capture them, with Maggie (damn I am that weak) or James (damn he was right) or a random sailor escaping to bring Calder to the "rescue". The captain arrives just as the language barrier is standing to fall and his plan to free them might get everyone killed.

Option two

James and friends find a nice cave (or get chased into one) but before they can report back to the beach, the surviving raiders find them and attack! Can they hold out until rescue?
In the mean time, Xo appears on the beach with a party of her Alliance warriors. Tense stand off, while the leaders try to communicate. A native brings a report of the sound of the strangers weapons in the mountains. Can the massage be communicated in time to save James, Maggie and the sailors?

Option three

James and friends find a nice location out in the woods and bring the news back. James gets to gloat, while the captain glowers, as they rig up a way to carry the supplies and other gear to the spot. All the while Xo continues to watch them, almost getting caught a few times, until she tries to approach the strangers, on behalf of her mother or just to learn more about them?

Re: [OOC] Shipwrecked

I can do... It's just, to be honest, I'm struggling to come up with much inspiration for this RP. Now that the two groups have split off, you're going to effectively be RPing on your own. That and the only native character still active is mine (which makes things difficult as I don't know where you want the plot to go).

Re: [OOC] Shipwrecked

Must resist jokes about girls and how they "suck"......



Anyways. I have posted. Will we be seeing Xo show up at some point in the near future?

Re: [OOC] Shipwrecked

I suck, I know... I'm on it.

Re: [OOC] Shipwrecked

Northern? You gonna have James ask the captain to go on a scouting mission?

Re: [OOC] Shipwrecked

Posted for your pleasure.

Re: [OOC] Shipwrecked

My character's kinda hanging at the moment too. I read that your character was running along the treelines and I placed my character in your route Jadeling. So let me know if there's anything we can work out.

Re: [OOC] Shipwrecked

Perhaps have one of the sailors or one of our characters save her from a scary snake monster? Or perhaps she ends up at the base of the ship and James/Calder/Maggie help her up?

Re: [OOC] Shipwrecked

Still here, still reading. Still puzzling out how to get Loare definitively on the side that probably won't kill her on sight.

I have the next few days off, so I'm sure I'll have a chance to reply. Hopefully today. I'm on it!