Spiros and the Mananauts: OOC III

Post » Tue Aug 06, 2013 3:58 am

[Just copy and pasting the previous one, will edit in a bit!]

From one of the minds behind Of Princes Of Power and Valton: The New Hold:

The Shattered Empire Series Adventures:

Spiros and the Mananauts


AVAST!

It is the year 4E 8, and fabled privateer and amateur poet Count Lysander Porphyry Spiros IV is about to set sail from the smouldering wreck of the Imperial City, and embark on a daring voyage down the Niben with his crew (old faces and new) of eccentric and/or brilliant sailors and voidstriders. His destination? The Summerset Isle! As the Empire of Man has collapsed around itself, there has been no word from the land of the Altmer since the outbreak of bloody civil war, but Captain Spiros has received a unique plea for help from a very (very) noble woman in dire need of rescue.

For this, perhaps Captain Spiros' most daring mission yet, he has assembled a crack crew of specialists, some familiar crewmen from some of his previous (and infamous) exploits, along with some new recruits. Their vessel will be Spiros' beloved ship, The Saint Alessia, recently reacquired from the Waterfront District's impound. The unique St Alessia is not your average corvette; rumours say the ship is both enchanted and cursed, and has the ability to pierce through the outer membrane of reality and sail "short-cuts" across the dreaded Waters of Oblivion itself. But those are just stories, of course.

This is an adventure RP on the high seas. The setting is the St Alessia, a very special sailing ship on a rescue mission that will take it across the many seas of Tamriel. I'll be GMing this one, and playing the ship's Captain and owner, Count Lysander Porphyry Spiros IV.


http://www.gamesas.com/topic/1464715-spiros-and-the-mananauts-prologue/, and is recommended readers for all you land'lubbers out there who fancy yourselves sailors. My three posts in that thread form the RP's prologue, but you are encouraged to read all of the others as well, as there is some really, really great stuff in there. None of the reading is essential, only recommended background material for anyone who wants it.

All players are crewmembers on Captain Spiros' ship. Some will already know the Count, and his (not inconsiderable) reputation as a privateer, others will have recently passed an interview. All will either have some particular experience either in sailing or the thaumaturical arts (or have some excuse why on earth Lysander hired them in the first place). A thirst for adventure (or gold) is required.

We almost have a full compliment of crew now, and The Alessia is soon to set sail from the Imperial City. If you wish to join the RP you still may do so, (and are welcome to!) but you must join either as a regular, Able Bodied Sailor, or as a mate, which aboard a ship like will generally have you as a second for any of the main roles. For example, there would be a Bosun's mate, a Carpenter's mate, etc. Considering this is an action RP and people may well drop out (though a pox on your family if you do so!), joining as a mate is a perfectly good way of getting into the RP, as during the story the various personnel in their positions will change.

If you wish to be a character that has sailed with Spiros before (an option I highly recommend!), it would be best to make some contact with me, preferably over Skype or Steam, so we can work out what their past relationship was like, etc. Taking the role of a major officer requires a certain degree of commitment, if you cannot keep to this and need to leave, understand your character will very likely be killed off and replaced. Expect a lot to go wrong as this story develops.

Right now, people can claim jobs on the ship if they like, or fill out the CS provided. Everyone will need a filled out CS approved before they can join. - A note, the positions are not so much "first come first served" as "Most interesting, first served"; I retain the right to reject any CS for any reason.

As we are now nearing the end of the prologue and the RP is soon to start, I present you with the ruleset we will be using. Some GMs might have shown this to people before they all signed up. Said GMs lack the flare for manipulation your present Games Master possesses.

DO THIS IF YOU WANT TO LIVE:

1. No God-Monging "What's God-Monging, Vincent?" "It's when you make your character perform unreasonable or uninteresting feats in order to prove to everyone how great they are. It's characters having superpowers and not acting like actual, reasonable people in a believable setting." "Isn't that called-" "It's called God-Monging here."

2. Leave those characters alone! Everyone knows this rule. Players are not permitted to describe the reactions, or the actions of characters belonging to another player. You can swing a punch and you can tell a joke, but it can't be a mirth-inducing one or a necessarily successful attack. That is for whoever the action is directed towards to decide. For combat scenes, it is best to agree in the OOC or via PMs what will happen. Use common sense. This is not about winning, it's about telling interesting stories.

3. Be Honest Everybody gets sick, everybody gets tired, busy. We all get writer's block sometimes and other times we just plain don't feel like RPing. This is totally cool, we are only here to have fun writing, and no-one will judge you. Just post a comment in the OOC keeping everyone up to date if you are really struggling with a post/feeling like you need time off. Don't feel embarrassed and hide away if you just can't write, we all go through it; knowing when someone might need a little space to have time off can make all the difference for the RP. It's all love.

4. OBEY Hahaha not really. This will be a tight, story-focused RP, with things completely open aboard the ship, and the players mostly in control of the story as to how the ship functions. But for an RP like this to have any chance of actually going anywhere and telling a story of adventure, every now and again I'll have to be a bastard and intervene to push the story forward. In my experience Rps like this fare best when the story belongs to the players, which fingers-crossed will happen here, but I'm still going to have to swing my feared GM mace at some points, and you will just have to OBEY, if we are ever to get anywhere. As part of this deal, in deference to the absolute power I shall wield as GM, I am bound up in having to follow the final and most important rule of all, Divines strike me down if I break it:

5. BE EXCELLENT TO EACH-OTHER This is the only rule that really matters. Break all the others all you like, just be nice when doing it. The most important part of this rule is that you should try to read as many posts as you possibly can, even ones that do not involve you, and far, far more importantly than that, if you think of anything nice/interesting to say about a post you read, comment on it. As GM I'm contracted to read every single damned post thoroughly and I will try to do my best to provide comment where-ever I can. This sounds cheesy, but writing is really only one half of the fun of Roleplaying. The other half is having other people read your stuff. Just the tiniest comment that shows you read and understood someone's post, be they a wet-behind-the-ears newbie or a ten-year-vet, it always makes such a difference. You know that feeling. It's lovely. Try and be lovely as constantly as you can. I don't really need to say this, as I'm lucky enough to have an awesome bunch of RPers. Apart from that guy. What's up with him?


There you go, now we have rules to follow.

SHIP'S CAPTAIN: Count Lysander Porphyry Spiros IV - played by Vincent McCool

Spoiler


Name: Count Lysander Porphyry Spiros IV

Race: Nibenese

six: Male

Age: 36

Position: Ship's Captain

Appearance: 6'1, a mane of charcoal hair, aristocratic Nibenese features with an artful dressing of stubble, a quizzical, slightly dazzled look permanently engraved on his face. A slim build with long, lanky limbs, tanned, adventure-weathered skin and more scars than he'd like to admit.

Skills: A natural leader of men, and a middling wordsmith. From a lifetime on the seas, he has knows first hand how to perform most of the functions on a sailing ship to a basic standard, and is an accomplished fencer. His skills with the fairer six are less impressive.

Possessions: The ship The Saint Alessia, an assortment of ancestor-moth-eaten but once rather dashing uniforms befitting of a captain (all frilly shirts and velvet coats), a set of duelling sabres (akavri), a snuff box (no snuff), a skooma pipe (no skooma) and an Elder Scroll.

Personality: Spiros (as he is known to most all his acquaintances) is a free spirit, a misty-eyed romantic with insatiable wanderlust and an unquenchable thirst for adventure. At least he was, ten or fifteen years ago. As brightly optimistic and naturally charismatic as Spiros remains, he has seen far too many things for a man so young, and has returned back to the Imperial City one too many times, only to find as dangerous and inadvisable as the high-seas are for him, the city is even worse. As much as many paint him as a flamboyant wastrel with an addiction first and foremost to unstable women, all Spiros truly desires is to settle down somewhere nice and start a family. Unfortunately, an itch for skooma and numerous debtors on his back have just never allowed Spiros this luxury.

Strengths: Somehow, despite all he has done, Spiros is still alive, and has yet to fail any contractor in his role as a privateer. Whatever his faults, Spiros is a man who is able to inspire a crew, and finish a job.

Major flaw(s): Where to begin? Lying, lechery, infidelity, thievery, skooma addiction, and a refusal to ever let back down from danger, are just some of this man's innumerable flaws. It is somewhat amazing this man has lived to thirty six at all, due to his incredible penchant for misadventure.

History: Spiros was born to a family of minor nobles, raised in his father's luxurious manor in the Elven Gardens district of the Imperial city. The titular "County" which the patriarch of the Spiros family has held since the first era does not in fact still exist - it was dragged into the daedric realm of Coldhabour during the 2nd Era; though as a show of amnesty, the Spiros family has been allowed to keep a hold of the title.
An only child, Spiros showed a huge interest in any activity that took him -outside- of the musky, damp mansion house, and quickly developed a desire for adventure on the high seas. He ran away from home at the age of thirteen to become a cabin boy on a merchant vessel, and has never looked back since.
Spiros' many (many) exploits as a privateer are too numerous to mention here. At the age of twenty one he inherited his father's wealth and spent the sum of it on a small ship Dibella's Teat, which he named himself captain. The ship was scuttled on the coast of Ionith four years later. However, Spiros' work with the Temple Zero and the Arcane University had earned him a considerable reputation, and he was granted an experimental Hackle-lo Clipper produced by the East Empire Company to serve as Captain on, under contract with the Arcane University. When this organisation was dissolved, Spiros took ownership of his remarkable ship, and has continued to run dangerous and extraordinary contracts on it ever since. Spiros' particular speciality has been jobs that involve the supernatural, many legendary tails of his exploits have dubbed Spiros and his crew as "mananauts".

Recent Occupation: Out of luck and out of money, the St Alessia impounded by the Imperial Waterfront Authority and half of his last crew dead, Spiros has been languishing in his damp mansion house in the Talos Plaza District, publishing a series of Odes to Dibella in local literary magazines to mixed reviews. The longer he stays in the wet, noisy and overcrowded Imperial City, the worse the skooma tightens its grip on Spiros, and the more empty and desolate his days become. One day, this all changes...


FIRST MATE: Claudia Leon - played by Broken Scale
Spoiler

Name: Claudia Leon
Gender: Female
Race: Imperial/Redguard
Age: 29
Position: First Mate; formerly captain of The Lusty Lady

Appearance: “Ya want to be knowin’ about The Demoness of the Abecean? Well, don’t be lettin’ her nickname fool ya. Claudia is as pretty a lass as they come. She be havin’ this dusky skin - for her pa was a Redguard and her ma a Cyrodil, ya understand - and hair that be seemin’ ta’ get blonder every time we set sail and these golden-brown eyes that be lookin’ like they stare right into ya. She isn’t the tallest lass around, ta’ be sure, but she isn’t the shortest either. Keeps herself in tip-top shape, she does... I don’t think I’ll ever be seeing a lass as capable of keepin’ up with the men as she is.” - Surador Saadahi, First Mate of The Lusty Lady

Skills: “The captain - Claudia - is a talented girl, I’ll say that about her. She’s easily one of the best swordsmen (or, shall I say, swordswoman) I’ve ever seen. That’s how she got that nickname of her’s ... The Demoness of the Abecean. As dramatic as that might be, it’s somewhat accurate. She’s quicker and stronger than anyone could expect her to be, even those who know her reputation. Why, I once watched her clear the entire deck of an Imperial galleon like it was nothing at all. She also has a kind of force of personality - some intangible mix of skill and confidence - that has allowed not only to survive in a profession where women are normally mistrusted, but also thrive and become a leader of men.” Bernard de Pascal, doctor of The Lusty Lady (DECEASED)

Personality: “In a word, I’d describe Claudia as a firebrand. Very hot-headed, very independent. Hates people who treat her differently because she’s a woman. The only time she seems at peace is when she’s on the seat; I wouldn’t call her restless on land, though, just appreciative of the feeling only sailing can provide. She’s a bit of a glory hound and talks a lot about making her mark on the world, though that’s toned down since she was younger.” Jon Brenson, carpenter of The Lusty Lady (DECEASED)

Strengths: “Claudia Leon had a nose for gold and treasure, and a knack for finding adventure and profit, that much was clear. She was a capable leader, and the men on her ship seemed to have a healthy amount of love, respect, and fear for her. She herself seemed rather fearless.” - Maris Lourdus, a merchant held for ransom for two months by Claudia Leon

Major Flaws: “Leon is reckless, and has proven time and time again that she acts before thinking. She’s also proven that if she has the choice between being cautious and charging into battle, she’ll choose the latter every time.” - Captain Leonius Vetti of the Imperial Watch

Possessions: "Claudia, even though she got wealthy enough from her career to live comfortably forever, had simple tastes. She only ever owned couple sets of clothing and boots at a time, and while they're always expensive, she wears them out; most of her clothes hug her body tightly. Claudia also had a weird obsession with this white and brown hooded cloak, which, while well-made, I didn't think deserved the attachment she had towards it. She certainly cared more about it than any of her other clothing items. She owns some brown leather armor for her arms and midsection, but I've never seen her actually have it on when she might need it. Claudia, about six years ago, started using this very ornate serrated cutlass as her weapon of choice. She always said it once belonged to the legendary Cyrus, but I took her word with a grain of salt. Because of the trouble she said she went through obtaining the thing, she's almost as attached to the weapon as she is to her cloak - emphasis on almost. She really likes that cloak. She also generally keeps a long silver dagger on her person; she says she killed Cyrus's ghost with it, but once again … grain of salt. The other things she'd keep with her? Hmm ... she'd usually have a small box of coins and a pouch of jewels; she always wears a golden ring on her left hand; oh, and she'd keep a few jugs of rum at the bottom of her personal chest." - Gabriella Tussuad, accomplice to Claudia Leon (INCARCERATED)

Brief History: "Claudia doesn’t talk about her early year very much, and so the earliest we know about her is about age 13. Her pa was a good man and a good sailor, but not superstitious in the least. You can imagine how mistrust was caused when he decided to take his daughter - the only one none of us knew existed, because he had two other ones - with him on a voyage, and continued to afterwards because, apparently, she loved the sea. Over the years, though, our mistrust proved to be unfounded. Claudia began to win us over. She had a sort of easy confidence, even as a kid, and she was already great at swordplay. By the time she was 18, she was able to beat anybody who stepped forward to take her on - I saw her easily kick the asses of men twice her size! By that point, even after her pa died, it wasn't that hard a decision to accept her as a member of the crew.

We turned pirate not long after that, and Claudia’s been leading us on adventures since, even before she led a mutiny to become captain of The Lusty Lady. Not long after, we first encountered Count Lysander Porphyry Spiros IV, some ghost-hunting privateer. Claudia left with him for a while to go, according to her, hunt down the ghost of Cyrus and his fleet. But judging by how many drinks she shared with him, and how loud her moans were all the times they went off alone, I'd wager she wasn't hunting ghost with him and his crew, you know? After she led us into a storm and an ambush from rival pirates, and the surviving members of our crew got separated, I heard she found herself sharing a brig with him too. Not sure what she's up to these days, but I'm sure she's not still in prison." - Rogni Wave-Breaker, rigger on The Lusty Lady


Recent Occupation: "I'm still stuck in this godsdamned City, burning through what little money I had stashed here. I'm spending most of my days on the Waterfront, hoping I'll see Lysander and he'll take me along on his next journey, and most of my nights in a some seedy bar getting drunk. I need to be out on the sea again, soon." - From the journal of Claudia Leon


QUARTERMASTER: - reserved for Quentillius

NAVIGATOR: "Navigator" Anelia - played by Person from Anticlere
Spoiler
Name: Navigator Anelia

Race: Nibenese
six: Female
Age: The Navigator (capitalization obligatory) is in her early thirties - at least, as far as appearances would allow the beholder to conjecture. Such a trivial and mundane pursuit as keeping track of her own age has, naturally, slipped her mind long ago.
Position: Navigator. Obviously; are you thick or something?

Appearance: ‘Scrawny’ is the best way to sum Anelia up, thin and short (barely even reaching up to five foot six) as she is. Some might say she even looks undernourished; the Navigator herself will have no such dreadfully mundane explanations in her life, insisting instead that it has to do with the need for a smaller physical anchor to facilitate easier travel between the planes. Whatever the case, she is hardly the model of athleticism; however she is surprisingly durable for all that, being able to pull her weight in protracted journeys on foot in less than favourable conditions, heat in particular appearing to do little to bother her. That, of course, might be due to being accustomed to such climates, what with growing up in the Nibenay and having that slightly darker, tanned skin of a Nibenese to show for it – along with that far more obvious indication of her ethnicity, the fact that her entire upper body is covered in tattoos clearly Heartlander in design.

Bright green in colour, the wavy shapes curl around her arms and up her neck, stopping short of covering her face; in places, they are abruptly interrupted by a second layer of tattoos – these being far less gracefully-shaped and considerably more ominous black Daedric letters, scattered seemingly randomly all over her body and including a small ‘N’ on her brow. It can be noted, by looking at her thin, straight eyebrows, that it isn’t straight in the centre, being slightly to the right of the middle, instead. Dark blue eyes sit beneath said eyebrows (which themselves are brash red in colour, just as her hair that is most often tied into a short tail), their colour slightly diluted, as most people find themselves describing it as to their surprise – from underuse, of all things. That does not make them any less capable of taking on an angry glint when they are in use, which, combined with her snub nose, pronounced cheekbones and thin lips - which are usually either smirking smugly, or pressed tightly together in obvious irritation, - sufficiently convey her short fuse.

Skills: Being as she is a mystic beyond compare, and a void-traveler to boot, Anelia has many, many skills. All of them arcane, of course; after all, she has no need of entirely useless baggage to clutter up her precious mind.

Possessions: When the Navigator deigns to leave her cabin, she is most often seen wearing a light blue robe, simple and plain enough - save, perhaps, for a spot of silver trimming along the collar. Chances are quite good that when Anelia does emerge, she will be wearing a simple white bandana over her eyes; invariably, no matter what the situation might be, she is also always with her seven amulets of varying shapes and sizes – two silver lockets (one slightly larger than the other and both hanging from slim chains of the same material), one large, bulky golden medallion on a plain iron chain, three gemstones – two slim green ones and one rounder, bright crimson one – hanging from simple pieces of (deceptively strong) cord, and, finally, a simple iron Daedric ‘O’ on a chain of silver. Rather more disturbingly, from each of her wrists hangs a black soul gem, tied to a silver chain. She cannot be bothered to hide the fact they are both filled, as their faint cold glow makes amply clear.

Apart from what which she wears on her person at all times, the mystic does not appear to have many other possessions - that others could safely lay eyes upon, at least. The experienced (surviving) crewmembers of the Alessia know better than to stick their nose in her personal quarters; no matter the amount of strange and unusual noises that escape through the thick doors.

Personality: None whatsoever; why would one even want such a horrid thing? Honestly, the things you mundanes come up with.
Strengths: An utter and utterly callous disregard for the well-being and continued survival of each and every mortal within the vicinity.
Major flaw(s): An utter and utterly callous disregard for the well-being and continued survival of each and every mortal within the vicinity.

History: The Navigator does not share much about her former life; the best that even the oldest members of the Alessia's crew could come up with are the obvious fact that she is Nibenay born and Nibenay bred, and the loose tidbit that she has (or had, anyway...) a sister. Other than that, the woman who has been charting the course that the ship takes for near a decade at this point is an utter enigma to all but, perhaps, the captain himself; and if Count Lysander Porphyry Spiros IV has any idea with regards to who Anelia was before that fateful day when she stepped aboard his wildly unusual ship and expressed an interest in attaching herself to its crew - or, rather, demanded this, - then he is not sharing.
Recent Occupation: Wait, has the Imperial City been occupied again? ...oh, you mean "job", don't you. Hah!


BOSUN: Malcom Sea-Born - played by Magus the Red
Spoiler
Name: Malcolm Sea-Born
Race: Nord, wi' a Scottish accent, like http://www.youtube.com/watch?v=FgsPzydgzxE, just listen to the diving suit story to get a feel of it, the first story.
six: Male
Age: 52
Position: Boatswain
Appearance: http://4.bp.blogspot.com/-WgITKqaY5O8/Tai5dWIiwgI/AAAAAAAAAfM/uqSHXLyPb64/s1600/frazer.jpg hah, just kidding, your faces.

Malcolm is a trueborn son of the sea, 6ft 2inches tall, with sea blue eyes and jet black hair, grey running through it rather often, it is cut to a short-medium length and the hair now looks oiled back, though it isn't it's just like that from years and years of working in the wind and rain. His skin is weather-beaten from having worked on the water every single day of his life.

On the right hand side of his brow is a scar five centimetres in length, from a fight with a pirate, his eagle-like nose(that's what type of nose it be) is crooked. His features are sharp, his hands, the hands of a worker, the nails worn down, scarred and rough. His body, lean and scarred, indeed only one part of his body is free from scars(I can safely assume you all know which bit I'm talking about, is the information too much for you all?).

He has all the parts of his body(As tempting as it was to give him a peg leg, I want a character that can run around for this, sorry to those who were hoping for a peg leg character). They say that Malcolm has worked on the water all his life because the land is too afraid to try and handle this man. His gaze is piercing, as if looking into your very soul, his voice is soft, but it speaks with a gravity and it speaks with wisdom, wisdom beyond his years, a quiet so profound that talk often stops when he speaks. In battle or be it at sea, that voice seems to become louder than thought possible, it bellows and can send grown men into quivering wrecks, aye, it is fearsome indeed.

He's also either clean shaven, or with a slight muzzle.

Skills: Malcolm has been a sailor all his life, he has known nothing else, He can swim and walk along the length and breadth of a ship in the strongest of storms and not even lose his step. His skill with anything of ships and the seas is that of a master who knows their craft, the sea is his craft, he knows tales not even the oldest of storytellers could tell you about the seas, it is whispered by some that this man is as old as the sea itself for the tales he knows, others whisper, that this man is the personification of the sea. Not true of course, he's just a man who's visited every single sea-abiding community in tamriel.

That being said, Malcolm is a fine hand with a cutlass, a damn fine hand, once holding off five men at once, though to be fair he was fighting against five rather inebriated sailors. But nonetheless his skill with his cutlass is perhaps only unparalleled on the seas, on land his feet some to stumble and his balance is effected by the constant stability. And the last three things he can do are these, He can sing and play music like a bard and finally he play's a lot of chess, so he's rather good at chess.

Malcolm has no Magic, nor anything else games skill-wise.

Possessions: I've divided it into sections.

Clothing: Malcolm normally wears a black tailcoat with http://www.irishinspiration.com/acatalog/RssnPR02md.jpg only navy blue, under that he wears a long sleeved white shirt, non-collared or buttoned. For his legs he wears black trousers with http://images.uesp.net/4/41/SR-icon-clothing-CuffedBoots.png boots. He wears a black leather belt with a steel buckle, thick woollen socks and finally, should they be needed, leather gloves. His clothes seem to always be the same, it turns out he washes them and has everything listed above five times over.

Weapons: For working with the rigging, Malcolm has a steel dirk, iron rusts, but for battle, Malcolm will draw out http://www.piecesofhistory.co.uk/img/prod/SB2126.jpg. Tis' a beautiful thing his Cutlass, made of the finest steel mixed with silver to help with the less material creatures. That's all he's got for weapons.

Misc. Items: http://www.gadgetspeak.com/aimg/551651-mands-deluxe-chess-set-l.jpg, the board doubling as a box to hold the pieces. The board having one side being a chess side, the other side being a back gammon side and having the pieces to play Chess, Backgammon and Draughts. He's also got a few bottles of whiskey here and there. And a tobacco pipe which he only smokes when he feels like it, that is to say, when the nights upon the sea are calm, the skies and the deck clear, he'll find himself a good spot and with his pipe and a bottle of whiskey, enjoy watching the stars.

Personality: Wary, but warm, he'll engage in conversation, his patience is, some say, infinite and he's always willing to help out. But he's got an anger that when shows itself is ugly, once punching his way through a tavern, an entire tavern, of Nord's, knocking each one out, like I said an ugly anger.

Strengths: Calm, patient and a dab hand at chess.

Major flaw(s): The truth is, he's afraid of going out of sight of the sea. He's also incredibly unsteady when fighting on land. He's also, though rather embarrassed to say so, very fond of each of his fellow crewmembers, protective and willing to risk his life for them. Suffice to say, he's terrified of the land.

History: Born on the Sea, Malcolm has lived his whole life upon the seas and water, going on land only when necessary. At Seven he could climb the rigging better than any other boy or man, at nine he could wield a dirk and at twelve he was considered a member of the crew. Malcolm has worked on Fishing boats, merchant boats and military boats, he doesn't like pirates, having killed more than his fair share of them, but he only does so in self defence.

His Parents were two Nords, sailors, he ne'er knew his mother, who passed away giving birth to him, his father died at sea when he was five, so he doesn't really know his family, so he took the name "Malcolm Sea-Born". He started out as a cabin boy on an Imperial Naval Vessel, then when he was sixteen, he swapped ships and worked on a fishing vessel on the harsh northern waters of Skyrim.

He changed ships once again to a merchant vessel when he was twenty-four, then when he was the age of thirty six, he changed to a fishing boat until he was 40 before joining the Crew of a Imperial galley for four years before changing ship because the empire collapsed. Malcolm joined the crew of an exploration galley, sailing to the west, to the ruins of Yokuda and beyond.

He returned to Tamriel, on an empty boat, piloted by the ghosts of the old crew, what makes it remarkable is the fact when he returned, the ghosts faded away and Malcolm merely walked away from the boat, his pipe lit and his haversack on his back. He changed ships again and this time sailed to the east of Tamriel and beyond, some say to the coast of Akavir.

He returned once again to Tamriel, alone yet again. He sailed this time to the south and beyond. Their has never been a more well-travelled man than Malcolm, but his eyes always turn to the west, as if that is where he wishes to be. two months ago he sailed into the Imperial City and there he made a small fortune telling tales to crowds and diving for slaughterfish.

Recent Occupation: Two months ago he sailed into the Imperial Waterfront on a merchant galley, as soon as the ship was near enough, he jumped off and strolled into the city. His life has taken one of a pirate, whom he dislikes, mainly for the fact they're rather unhygienic. He tells tales in the day, dives to kill slaughterfish for the alchemists and in the night he was in the taverns, in the corner, his pipe lit and his eyes watching the rest.

Of course that has changed, he passed the interview to become Boatswain and his made his mark on the ship, swabbing the deck by himself and with his dirk, scraping barnacles off of the hull. Though rather wary of some of the crew, no one can doubt his devotion to the ship and it's crew. He's kept a respectable distance from the captain and the first mate, choosing instead the company of the able-bodied sailors.


MASTER-AT-ARMS: OPEN

CARPENTER: Corelas - played by lebiro
Spoiler
Name: Corelas[/size]

Race: Altmer (Pah, hardly – YR)[/size]

six: Male[/size]

Age: 126[/size]

Position: Carpenter[/size]

Appearance: Corelas is an Altmer, but only of the grubbiest foreign-born lines, which shows in his physical features. He has the golden skin of a true-bred Altmer, but it is besmirched with freckles of dark bronze along his cheeks, shoulders and forearms. Curls of banol brown ill-become his Altmeri brow, and his eyes are a mundane dark brown. His chin is too blunt, his brow is too low, his eyes are too big, his lips are too wide, his teeth are improperly spaced, and his right ear is a fraction of an inch longer than his left. In short, he is not a handsome Altmer, although to a human he appears far from the grotesque. Short for an Altmer (of course) although reasonably tall by most standards, he has a slim and lightweight build, strong enough for his kind of work, but quicker than it is powerful.[/size]

Skills: Corelas is a better carpenter than he is an Altmer. In fact, he’s about as good an on-board carpenter as one might hope for. He has a honed and effective understanding of the workings of wood, water and wind, and can almost effortlessly assess the needs of the ship in a situation. With a rope around his waist, he is willing and able to address those needs from the top to bottom of the ship, rarely trusting anyone else with anything but minor fixes. He is something of an unusual ship’s carpenter, however, by dint of having served on some very unusual ships. The average carpenter probably could not say what magicka-burn does to a ship’s hull, or how to brace a rudder against void shift. Corelas does not see this extra knowledge as anything truly arcane; to him, it’s simply more wood, water and weather, an extension of his art.

Beyond carpentry, Corelas’ skills are less impressive; he has learnt from experience how to wield a blade reasonably well (his being left-handed and somewhat unpredictable helping greatly), and when on land, he likes to whittle. There is no such thing as spare wood on board a ship, but he will happily carve designs, inscriptions and shapes into the Saint Alessia’s many posts, panels and corners.

Possessions: Relatively few. He wears a leather jerkin, with flexible and much scuffed matching boots, along with fingerless leather gloves (so as to protect his hands, but allow him his full sense of touch), a puffed-and-slashed shirt of coarse linen (white-ish on top, with green showing through), and close-fitting breeches, padded with leather at the knees. Several belts and sashes attach his most essential tools to his body (the rest being kept in his chest), and around his neck he wears a worn bandana, once part of a sumptuous ancestor shawl, now rather lowered to keeping dust out of his mouth and nose, or his hair out of his eyes.

As a weapon, he carries a one-handed Khajiiti sabre, given to him as payment by a Khajiiti pirate down on his luck. Tribal-style; it is not an extravagant weapon, but handsome in its way, and very effective with his general strategy of keeping enemies at bay until someone better kills them. Most often it is simply strapped over his shoulder, out of the way, but if he isn’t working it will be sheathed at his hip.

Aside from that, he owns little of note. A coin purse, a set of bone dice, a handy boot-knife, a hip flask, a jade earring and a few books. He isn’t much of a one for sentimental possessions, and aside from his tools, his trade requires very little.

Personality: Corelas lives for his work, finding genuine joy in repairing even the slightest of wounds to “his” ship, even if he resents their having been caused. This love, and many decades of practice, have made him very skilled, and he knows it, taking great pride in his abilities, almost to the level of arrogance. He has little patience for anyone who does not appreciate him, his craft, or the work he does, and was relieved of duty on an East Empire Company ship for telling the captain that if he learned to sail, his hull might not get damaged so often. Not quite the standard raucous sailor, Corelas is nonetheless happy to drink, laugh and sing, but is more prone to sarcasm or backtalk of a drier sort.

If disturbed, he is likely to be irascible and abrasive, so any who do not quickly learn to leave him to his work are unlikely to get along with him. In the manner of craftsmen and artists everywhere, Corelas is all but immune to criticisms, threats or intimidation by others. While he may prove unpredictable while his head is full of carpentry thoughts, Corelas may be called one of the more grounded of the Alessia’s crew, carrying his craft happily through hell and high water without batting an eye.

Strengths: His main strength is of course that he is an excellent carpenter. Almost nothing can distract him, deter him, or otherwise limit his willingness or ability to work his trade. He is one hundred per cent reliable, and such dedication can be a useful encouragement to his crewmates.[/size]


Major flaw(s): He has little patience for the peculiarities of his more unhinged crewmates, or more generally for the concerns of those around him. Almost any effect he might have on another person is entirely passive, as he puts almost no effort into pleasing, supporting, or reassuring others. Despite being only one of many people entrusted with maintaining a mighty ship, he finds it incredibly difficult to delegate tasks; if he knows what needs to be done, and how to do it (he usually does), he will just do it.[/size]

History: Born in the Elsweyr port city of Senchal (and not the nicer district), he quite logically fell into work on the harbours. His family was not rich, or much of anything, but they had saved fervently to afford a future for their son, and once he was old enough to be apprenticed, they paid for him to be bound to a Khajiiti carpenter – an excellent prospect for a young boy of no standing in Senchal. Naturally, although they worked on many day-to-day things, Corelas and his master were mostly occupied with repairs and fittings for ships, generally working under contract to one of the city’s shipwrights, or on their own initiative for captains on a budget. It was this side of the business that came to truly inspire the young Corelas. Rafters and door frames were well enough, but to work on a ship was art – the pinnacle of the carpenter’s trade and the finest expression of skill moulding wood.

Senchal, as the southernmost major port in all Tamriel, attracted all manner of sailors, and all manner of ships, each one exiting and intriguing to Corelas’ hungry mind, slowly filling with his craft. When he came of age to end his apprenticeship, his master begged him to stay on as a partner, and for a brief time, he did. Within a year, however, the old Khajiit was killed in a harbour accident. Corelas had no space in his mind for the running of a business, and accepted the first job offer he could, abandoning the carpenter’s shop to his master’s relatives and going to work as a junior shipwright. This in its turn lasted several years, and the talented Corelas assisted in the construction and maintenance of all manner of ships, honing his appreciation of the technical details, the mathematics and science that went into the creation of a truly beautiful ship. But it still wasn’t enough.

As he watched his exquisite creations sail away, one by one, to do what a ship is born to do, Corelas grew more and more accustomed to the feeling of loneliness and incompleteness, as if his work was half finished. When the East Empire Company shipFoamcutter, an illustrious vessel and a feat of shipbuilding, docked in Senchal for major repairs, Corelas headed the considerable works. The ship’s carpenter had drowned on their voyage, (washed away in a storm while attempting to shore up a damaged hull) and without consideration for his career or his home, Corelas eagerly signed on, sailing out of Senchal aboard a pristine ship.

The life of a ship after leaving the harbour proved very different to its life before, as did that of a carpenter, but soon enough Corelas found himself more than capable of adapting. Life on the sea offered so much more – the ship was not a sleeping beast beneath his healing hands, but a roaring animal, hot and alive, to be tamed and tended and tethered with all his skill. The sailors quickly bowed to his expertise, and the ship quickly bowed to his ministrations. His new life suited him well, and from that first ship, he moved from vessel to vessel as circumstances pushed him to and fro.

Recent Occupation: Ship’s carpenter aboard a string of vessels, mostly East Empire Company, but more recently privateers, and specifically the Saint Alessia.
[/size]


COOK: Cooks-The-Fish - played by The Ascended Sleeper
Spoiler

Name: Cooks-The-Fish
Race: Argonian/Were-Crocodile
six: Male
Age: 38
Position: Cook

Appearance: Cooks The Fish is your typical green scaled Argonian. Standing at nearly six feet tall, and boasting an impressive physique, he surely isn’t the most unfit crewmember aboard the Saint Alessia, despite being the cook. A small ridge of horns runs down the center of his skull and upper neck, and thick studs of bone line his brow. His face, which can be twisted into a fearsome snarl just as easily as it can be molded into a compassionate smile, often holds a look of wonderment and content living as he goes about his duties.

However, when Cooks The Fish surrenders his will to the blood that flows through his veins, an ancient and hungry power, he can tend to look a bit different. As a Were-Crocodile, Cooks stands at nearly seven feet tall, with a huge head reminiscent of a Deadroth’s, and a muscular form that is lithe as it is strong.

Skills: Cooks The Fish, as his name suggests, likes to cook. While he may be the Cook aboard a sea faring vessel, this does not mean that he is an amateur when it comes to preparing food. Indeed, Cooks-The-Fish has been practicing his culinary skills since he was but a hatching, cooking for first his village, then for his Dunmer masters, and now for Count Spiro.

The Argonian isn’t limited to just cooking fish, however. Cooks-The-Fish, while not the greatest or most talented warrior in all of Tamriel, knows how to fight with spear and claw, and has done so effectively on many occasions.

Possessions: Cooks carries little with him, save a small satchel on his waist that is filled with various herbs, spices, and of course, salt. In his cabin, the Argonian has a short spear, about four to five feet in length, and tipped with sharpened steel. He also owns a chestpiece of boiled leather, though it rarely makes its way onto the Argonian’s body.

Personality: Cooks-The-Fish can be described as a bit eccentric and kooky, though he is not blessed by the Mad God in any way. Often speaking cryptically and in riddles, Cooks is quick to provide a shoulder to lean on and nearly unparalleled wisdom to his crewmates. The Argonian will go out of his way, and even into harm’s way, to help others, even those that he brands as “bad men” such as slavers, bandits, or your common cartoon villains. He isn’t the best socialite, but he always tries his best to assist others in whatever way he can.

History: Cooks-The-Fish was born in the northern reaches of Black Marsh, in a small, nameless village where the lizard folk had to ban together as a community in order to survive. Cooks was in charge of preparing the meals caught by the fishermen of the village, as he was too young to hunt and fish on his own. The young lizard took a liking to the culinary arts, and quickly became the go-to guy for fileting or cooking anything.

Before Cooks could reach proper advlthood, his village was attacked and plundered by Dres slavers, and he was taken captive. His family was split up, his mother being sold to some posh Hlaalu Plantation, and Cooks into the service of a Dres Warlord.

It was there that Cooks received the name that he uses and knows. He claims that his work in the Dres Warlord’s kitchen’s changed him, molded him into who is today, and refuses to reveal or use his real name. Laboring for long hours every day, Cooks honed his skill with working with finer, more exotic foods. If a meal was not to the Dres’s liking, Cooks was beaten, sometimes severely. Eventually, he learned to make almost perfect dishes.

One night, however, after a beating that resulted from the mistake of not cooking Nix Hound Meat thoroughly enough, Cooks-The-Fish snuck out of the plantation, bruised and battered. But he had no intention on running away. He sought power, revenge. He was tired of being beaten, tired of his people being oppressed, and he had decided to make an example of them.

After following a string of rumors that his fellow slaves had dredged up from passing traders and Dres hunting parties, Cooks-The-Fish located a small coven of witches who were hiding out in the hills nearby. After bartering with them, the witches agreed to grant Cooks-The-Fish power enough to slaughter the entire plantation and get the revenge he sought.

Cooks-The-Fish quickly agreed, and the witches had him drink a small vial of what looked like blood.

Well, as it turns out, drinking the blood of a Were-Crocodile does indeed grant the ingester power, and that blood has stayed with him ever since, flowing through his veins as though it was his own. Cooks returned to the plantations, morphing into a Were-Crocodile, and entering into a blind rage.

When the sun returned, the young Argonian had waked, naked and covered in blood. His hunt had been successful, he saw, as the Dres Warlord and his minions had been shredded into bloody ribbons. As he searched for his fellow slaves, his mind ablaze with ambitions of freedom and revolt, he found them in the same condition as their Dunmer masters: slaughtered.

Horribly distressed and wrought with heartache, Cooks-The-Fish tried to return to the witches and ask for the curse to removed, but he could never locate them. He traveled for many weeks, surviving on what scraps of food he could find before running into a certain dashing captain who was in desperate need for a cook onboard his ship…

Recent Occupation: Cook onboard the Saint Alessia.


HELMSMAN:
Antemus Marrus - played by Crimson Paladin
Spoiler
Race: Nibenese

six: Male

Age: 32


Position: Helmsman

Appearance: Antemus stands at 5'9" with an average build for one of his stature. He has brown eyes, black hair, usually slicked back, and his once pale skin is tanned from his time at sea. He is usually clean-shaven and well-groomed, and typically well dressed. Despite being of Nibenese descent, he has a Colovian accent.

Skills: Antemus has the training of an Imperial Mananaut, and knows how to steer a void-faring ships. He's also a decent enough swordsman and at least somewhat versed in the schools of Alteration and Mysticism. Most notably, he experiences visions and has powerful clairvoyant abilities, even if he doesn't usually use them to their full extent.


Possessions: Antemus wears the vestments of an http://cannibal-sarracenian.tumblr.com/image/45701768148 (image by Lady Nerevar), despite no longer being one of them, as well as an Akaviri katana. Most importantly, he wears at all times a seers stone amulet, which helps keep his visions in check. He also carries a Colovian Tarot deck, which can be used for both divination and card playing (although only a fool would gamble against him).

Personality: Antemus is a quiet, submissive individual, one who carries a burden and does not wish to bother others with it. He knows far more than he lets on, but not by his own choice. He's typically very polite to those he meets, and always apologetic to those who can sense his unintended magical peeping. Despite his shame at it, and his efforts to suppress it, he is not unwilling to make use of what he learns, such as figuring out whether or not someone can be trusted.


Strengths: Antemus is a former Imperial Mananaut, and is already versed in operating a vessel through the void, and has some knowledge of magic. His seer lineage has given him some degree of clairvoyance, which has proven useful in the past. And as he's learned, these powers have immense combat utility, enabling this otherwise average fighter to overcome much more skilled foes.

Major flaw(s): Antemus was born to a bloodline strong in visions. Beyond nearby present events, his visions are almost universally incomprehensible and irrelevant to him, so he's almost never found them in any way useful. He is able to keep them in check with a Seers Stone, but even that only lessens the symptoms. In addition, his powers of clairvoyance are often uncontrollable, causing him to unintentionally violate the privacy of others' minds, not to mention overload him with unwanted information from various sources. This is especially a problem when working with those who can sense his unintended intrusion. Not surprisingly, Antemus also suffers from periodic nightmares.

History: Antemus was born in the Imperial City, to a family that had long been plagued with visions. Suffice to say it was not easy when he was young, not with such uncontrolled powers, and especially not around so many people. Things started to turn around, however, when his parents decided to move to a Colovian farm, to work as farmhands. His clairvoyance became much more manageable, so far removed from so many people. Things improved further when his parents were able to acquire an amulet to suppress his visions and nightmares. At the same time, however, he found the life of a farmhand to be boring and unfulfilling, and began to long to go into more interesting fields.

When he was old enough, Antemus left home and joined the Kvatch Mages Guild. He learned basic magical arts and with it, how to control his powers, rather than just suppress them. After studying with them for three years, after learning more about the Imperial Mananauts and the operations they had, he left to join them, in hopes of reaching the stars. He managed to join them and served for five years, becoming a capable void-ship helmsman. One day, however, he disobeyed his superiors' direct order after viewing a vision of their destruction should they have continued on their present course. Imperial diviners could not find conclusive proof that his vision was founded, and due to already existing concerns regarding his powers and visions, he was discharged from the Imperial Mananauts.

Deprived of his dream, he took up working on merchant, sea-faring ships for a few years, gaining valuable experience in the process. He was fortunate enough to be spared much of the drama of the Oblivion Crisis, although he frequently found himself missing the days of sailing through the void. When he learned that Count Spiros, self-proclaimed mananaut captain, was putting together a new crew for his ship, which was apparently capable of void travel. After engaging in a little divination and examining his recent visions, Antemus grabbed his old Mananaut uniform and sought Spiros out, hoping to once again be at the helm of a void-faring ship.

Recent Occupation: Trade sloop helmsman, before that, Imperial Mananaut.


HEALER: Varnand the Vile - played by Madhog
Spoiler

Race: Breton
six: Male
Age: 34
Position: Healer
Appearance: Varnand appears a drunk in every way. His shaggy, dark brown hair that is coated in a thick layer of dirt, grime and everything in between hangs down over his forehead. It contrasts greatly with his pale skin, that suggests he is just one more ale away from spilling his guts into the street. Within the white landscape of his face sit two dull blue eyes, which seem almost lifeless. They shone with the hopefulness of youth once, but these once shining jewels have been reduced to a husk of their former selves. Descending down the face, a crooked nose rests between the eyes. The once proud and majestic nose has been so twisted and bent from a hundred fights gone wrong that it now bears resemblance to a parsnip. Beneath the mangled nose a pair of thin pale lips sit, twisted into an almost permanent grin. When the lips part to let loose a foul belch or a smile rotten and decaying yellow teeth can be seen, along with several dark voids where teeth once nestled. At the base of the face one finds themselves staring at a simple round chin, that has a small scar atop it. This is not the only wound on Varnand's face however. There are always several bruises and scraqes dotted around his face, marring the white landscape of his skin. All this features are stretched tightly across a gaunt and thin face, which highlights his bone structure easily.

Varnand adorns himself with a set of worn and beaten trousers that are covered with all manner of stains from blood to vomit and even faeces and urine. If it stinks and rots it can be found on Varnand. He wears no other clothes as he lost them in a bet, and his chest is exposed to the harsh elements of the world. His torso is also marked with bruises and scraqes that never seem to heal. While not an overweight man, Varnand is not very physically fit and prefers not to over-exert himself. His limbs are thin and spindly, and posses little to no muscle. At the end of these spindly limbs are two skeleton-like hands that clearly show signs of having being broken in several places in the past. They to are bloodied and scraqed.

Skills: Varnand can drink until the sun comes up, or he runs out of money, whichever comes first. He proudly displays his skill with alcohol whenever he can, usually at the expense of others as he has little of his own money to waste. He places this down to bad luck, but really it is down to his gambling addiction. Apart from being a drunkard, Varnand is an outstanding healer. He can use both magic and physical action to heal wounds, but rarely does so. Often he is so drunk he would do more bad than good if he tried to help, and when he is sober he will only really heal if he can gain something from it. Varnand can also lie well enough to save his own skin if it comes to it.

Possessions: His trousers and a small pouch tied around them that contains five septims.

Personality: Varnand is loud cheerful and carefree, owing to his almost constant state of drunkenness. He waves away all his problems with another swig from the bottle, and tries to play off any threats with a joke or two. Once there is a real presence of danger he will often recklessly face it head on, which has created more problems than it solves. On the rare occasions when he isn't drunk, he is often irritable and impatient, and constantly demands more drink.

Strengths:
Can drink more than any man.
Can heal to an outstanding level when sober or when he feels he can gain from it.
Can lie well.

Major flaw(s):
If there is a flaw, it is almost certain that it can be found within Varnand. Greedy, lazy, deceitful, arrogant and he suffers from addiction problems. The only reason he still has breath in his body is due to his excellent skills with healing.

History: Varnand was born to help others. At least that's what he was always told by the priests that raised him. Having being abandoned by an infant by parents that were too drunk to care for him, he was taken in by a group of priests in the Imperial City. They were the only family he he ever knew, and really the only people to ever show him kindness. They adopted him as one of their own and began to teach him their ways.

Varnand was taught about the gods and their mysterious ways. He was raised surrounded by peace and harmony, with little trouble in his life. The priests taught him how to heal and care for others, hoping that it would inspire him to lead a better life than his parents. Varnand soon showed a talent with the skill of Restoration, and the priests could barely disguise their surprise for his skill. However, Varnand cared little for the priests despite the kindness they showed towards him, and he began to resent them. He felt as though he was trapped in their little world inside the chapel, forced to practice their holy and devout ways. He didn't care that he could heal. All he wanted to do was escape. His desire was to become a reality sooner than he expected. At the age of fifteen he was more restless than ever and had begun to show outward signs of aggression to the priests. He longed to leave, yet somehow he couldn't. He felt connected to the priests, and as much as he wanted to leave, he knew it meant giving up the only friends he had. It came as a surprise to him then that he left their care in a matter of minutes.

The priests sent Varnand into the market once a month to fetch food and other essential supplies. It was on one such trip that Varnand found himself wandering down a back alley, looking for a shortcut to the next stall. As he trod through the murky black of the darkness, a figure loomed out in front of him. Varnand could just make out that the man was a Nord; and a burly one at that. Varnand stepped back afraid, but the man offered him a grin and some intriguing words. "Come and have a drink boy! I don't mean no harm!" Varnand almost screamed with excitement. This was what he had been waiting for. A chance to experience the outside world. The man led him through a small wooden door and into a tavern filled with the smell of ale and blood. A mug brimming with ale was placed in front of him, and he gulped it down eagerly. That was the last time Varnand was truly young. From that moment on he was pulled deeper and deeper into the dregs of society, finding himself struggling to stay afloat. Indeed it was the thing that he sought to get away from the most that kept him alive; his ability to heal. Varnand has lived in a vicious cycle of violence and addiction for most of his life with little to break the bleakness. In fact only one other notable event has occurred since he began his descent into ill repute.

Varnand was thirty-two years old, and was in considerable debt. He had gambled away all his money and more, leaving him owing a great deal to a great many. For weeks he had avoided his debt with empty promises and honeyed words. But he could avoid it no longer. His debt would be payed, with gold or with blood.

Varnand charged wildly through the streets, sending people sprawling to the ground for safety. Behind him two armoured thugs stampeded, leaving more chaos in their wake than Varnand ever could. They had been sent to collect the debt from Varnand, and knowing his fate he had fled. However, he couldn't run forever. He needed to get away from the city for a while, let everyone calm down and forget about him. The quickest way to do that was to escape to sea. As Varnand careened through a fruit stall, the docks at last came into sight. His eyes darted about furiously, searching for refuge aboard one of the vessels docked by the front. As a loud growl erupted from behind him, he fought back vomit and leapt onto the first ship in sight. He watched as the men drew nearer, brandishing swords to cleave him in two. Just as he thought the men would clamber aboard the ship set sail and the thugs were left cursing at the dockside.

Varnand smiled and promptly vomited onto the deck, before collapsing in the sticky pool of half-digested food. He closed his eyes and chuckled, barely believing his luck when a loud cough interrupted his thoughts. He opened his eyes to see an angry Imperial, Nibenese by the look of him, demanding to know who he was and what he was doing. Varnand hastily explained he was on the run, and that he could offer his services as a healer for passage aboard the ship. Reluctantly the man, who it turned out was named Spiros, allowed him to stay. For the next few weeks Varnand healed all the injured aboard the ship, and slowly grew accustomed to standing aboard the swaying deck beneath him. When the ship next landed in the Waterfront, Varnand departed and melted back in with the sum of the city.

It was the last he ever thought he would see of Spiros. Until now.

Recent Occupation: Lying unconscious in a back alley covered in his own filth, hiding from those he owes money to. He knows that soon enough the thugs hired to extract his debt from him will arrive, and then he must flee again.


PORT BATTLEMAGE: Vivul Maloren - played by Not Provided
Spoiler

Race: Dunmer, by way of the Niben
six: Male
Age: 26
Position: Battlemage

Appearance: About 5’5, slim for a Dunmer, has an unremarkable face with a hawkish nose and a sharp jawline. He has a bright red tattoo of the Imperial Dragon symbol, covering his back.
His robes are an intricately woven mass of mothsilk strands, coalescing together in a dozen different shades of red, from pale vermillion to deeper, darker shades of crimson. The robes are badly tattered, with new rips and tears forming faster than he can mend them. He usually wears sandals, though he has a pair of boots for when the rainforest get's especially thick.

Skills: He is skilled in Destruction, Illusion and Restoration magic. His knowledge of the other colleges is passing at best, limited to one or two parlor tricks or paltry incantations.
Destruction, his first love, was taught to him in the middle of the Oblivion Crisis; as such, he had no time to learn its nuances or subtleties, forcing him to adopt a fast, brutal style. He specializes in fire magic, something which rarely goes well.
Illusion, on the other hand, he had the time to study and understand. To him, Illusion was almost like an answer to the savagery of Destruction; it relied on cunning and grace, rather than sheer willpower, as Destruction did. He has mastered the art of crafting intricate, careful illusions, warping others' perceptions of reality.
Restoration came to Vivul last, and as such, he has yet to gain a firm grasp of it. Despite his inexperience, Vivul has become attached to Restoration. For him, it has an almost theraqeutic feeling; he’s come to believe that as he cures the physical wounds of another, his cures himself of whatever spiritual woes ail him.

Possessions: A walking stick, with various runes and phrases scrawled on it (none of which have any magical power; they were just put there to kill the time). A bindle, enchanted to carry hundreds of pounds worth of objects. The bindle contains his journal, a piece of charcoal for writing, a pipe, a silver case full of ground Spriggan taproot (which, when smoked, increases magical ability, thought it is somewhat addictive, as Vivul will attest), and a small collection of books, mostly ‘borrowed’ from the Arcane University. He also has a mandolin somewhere in the depths of his bindle, which is abominably bad at playing.

Personality: Vivul is cheerful and, for the most part, good-natured. He tends to treat new situations with a mix of bemusemant and curiosity, and can’t help himself from studying anything he finds remotely interesting.
His ideals lie with law and order, but his actions rarely reflect this; he’s gotten into trouble more times than he can count; sometimes of his own volition, sometimes not. He tries to justify this by saying that he always has the greater good at heart, even if this greater good is his next meal.
He speaks in a bizarre mixture of Nibenese dialects, Dunmeri terminology and more refined, intellectual language, which he picked up while enrolled at the Arcane University.

Strengths: A vast, if slightly patchy, knowledge of arcane lore and history.
Major flaw(s): His curiosity has an outstanding habit of getting him into trouble; he’s the type of person who, upon finding a portal to Coldharbor, would stick his head in just to see what it was like, at which point he’d decide to stay for a little while, just to take a few notes. Also very, very bad at playing the mandolin.

History: Vivul’s early life was uneventful; his parents were some kind of fugitives from Morrowind; his father a Redoran, his mother an Ashlander. He never learned exactly how they came together, or what their lives were like before his birth. He was raised in a small shack by the riverside, as Nibenese as the young Imperial children he grew up alongside. His father was a quiet, firm man, content to read his old Temple sermons in peace, rarely stepping into his son’s life. The only memory of his father that stands out is from when he was roughly seven; he’d gotten into a fight with one of his closest friends, a Nordic child (the son of a legionnaire) a few years his senior, and lost badly. His mother was tending to his wounds, when his father walked up and kneeled down next to him.
“Remember, my child. This is what the Empire is. A black eye and a broken heart for all who defy its will.” Was all his father said to him before returning to his studies.
His mother was a strong, stoic woman, hardened by her youth in the Ashlands. Every afternoon, she told young Vivul stories from her tribe, trying to instill a sense of spirituality in him. Vuvil never quite understand how she and his father managed to get along; him with his dusty, weather-worn Temple books, and her with ancient, ill-remembered tales passed from wise-woman to wise-woman for generations. Still, the two were a happy couple, and they raised Vuvil well.
Despite all of this, there was one thing that all of his mother’s teachings, and all of his father’s bitter lessons, could not keep him from: The Empire.
Obviously, his obsession with the Empire could not be traced back to a single point; perhaps Vivul would claim it was seeing White-Gold for the first time, or watching as Legion regiments marched past his home as a child; but ultimately, his love for the Empire is the result of innumerable small moments from throughout his life, all leading him down the same path.
To understand this devotion he has for the Empire of man, though, one has to understand that it is not born out of red-blooded patriotism, or political dogma, and it certainly isn't out of respect for the law, considering his willingness to work on the St. Alessia. For Vivul, the Empire is a symbol; of unity, of strength, and of Cyrodiil itself, the heart of Tamriel.
Vivul’s life reached its darkest hour at the onset of the Oblivion Crisis, eight years ago. The Arcane University had sent a squad of battlemages to close a gate not far from Vivul’s house, and the battlemages immediately began to recruit local conscripts. Most of the conscripts were sent into the gate with improvised weapons and no armor, never to return. In Vivul’s case, however, fate intervened; one of the battlemages became convinced that the young elf had some untapped arcane potential, and attempted to instruct him in basic Destruction. Though barely able to cast a single spell, the boy joined the battlemages in the defense against the Daedric incursion. The conflict turned the rainforest of Nibenay into an inferno of magical energy, and Vivul was forced to learn his craft quickly, or be butchered by the Daedra, like so many others.
By the end, his parents were dead, his home was a burnt out husk, and Mehrunes Dagon was gone, never to return to Nirn. The surviving battlemages took Vivul back with them, enrolling him in the Arcane University. He stayed for a year, studying Illusion and history.
At first, the University was the most beautiful thing he’d ever seen; he spent hours in the farthest reaches of the library, learning everything he could about magic and the inner workings of the Aurbis.
However, he soon found himself restless; the city wasn’t for him, and there were plenty of ways he could study magic outside of the University. One night, packing only the essentials, Vivul said his goodbyes to his friends and teachers, and never returned to the University. His years have mostly been spent walking up and down the Niben, apprenticing under older wizards and finding work wherever he can. However, the gradual collapse of the Empire has left its mark on Vivul, and he’s chosen to leave Cyrodiil, unable to bear watching his homeland fall apart. He has gotten work as a battlemage aboard the St. Alessia, setting sail to explore the Summerset Isles (not his first choice).

Recent Occupation: Magical Hobo, wandering Cyrodiil (except Colovia because screw Colovia).


STARBOARD BATTLEMAGE: Xarith Aren - played by The Lexicon
Spoiler

Race: Dunmer
six: Male
Age: Who knows? He looks like he's in his mid-30s.

Position: Starboard Battlemage/Archer
Appearance: He is heavily cloaked in red-and-black, especially around the face, but if you look closely you notice that his skin is a dark grey. He is unusually tall for a Dunmer, standing at seven foot four.

Skills: Good accuracy, he knows some Destruction magic, but where he really shines is with his crossbow; you'd be lucky to be hit in the shoulder, for that would not be where he was aiming. Seems to communicate well with Daedra for some odd reason, presumably because his skill in conjuration is unparalleled. He is fairly good at climbing the various ropes of the ship.

Possessions: Carries a crossbow; looks Daedric in origin. Also has an embroidered dagger hidden deep with the fold of his cloak. Along with the clothes on his back, he also has a Welkynd Stone, whom he seems to believe to be sentient. He carries no gold.

Personality: To put it mildly, he is very strange. Often he talks to various inaminate objects near him, thinking that they are talking back, and that they have feelings and ambitions (which has happened almost all his life). He also is reclusive, staying away and ignoring most of the crew at the best of times. He only listens to the captain, whom he has some kind of respect for, though the reason is unknown.

Strengths: He notices what other fail to see. He is also an excellent shot and can commune with Daedra better than most, and his skills in magic are fairly good as well.

Major flaws: If you could call it a flaw, his habit of conversing with inaminate objects is his second-greatest. He mostly cannot trust much of anyone, except for the captain, and he reacts in a hostile manner to most of the crew, especially that pompous navigator. He seems to be illiterate, reading and speaking very little Tamrielic, though he seems to be able to read Daedric runes more fluently than anyone else on board.

History: Nobody really knows where he comes frok. Some speculate that he was raised by a lot of necromancers and summoners. Some even say that he lived inside Red Mountain, and that's why he is so tolerable to exceptional heat. He actually came to Cyrodiil after the adventures of the Saint Alessia ended. How he became a member of the crew, few people know for certain, though it's speculated that he was the last pirate remaining on a ship that dared rival the power of Spiros's ship.

Ever since, Xarith has lived in the ruins of Mascarend, an Ayleid city long abandoned and far from society, which he depises. There he made a close kinship to a Welkynd Stone which he refers to as Zak. Then he got a message from one of the more respected members of the old crew, saying that they plan to sail for Summerset Isle, and that his services are required. Bound by his obligation to serve Spiros after he spared his life, Xarith treks to the Imperial City, wearing thick robes to mask his identity...

Recent Occupation: Living as a hermit, scavenging for various rats to feast upon, though he must go above ground to actually sustain himself and keep his dark skin.


CROW'S NEST:
Kim DuFayel - played by Schumty Buncis[/size]
Spoiler
Race:
Breton/Imperial

six: Female
Age: 16
Position: Crow’s Nest

Appearance: At a glance, one would immediately tag Kim as ‘tomboyish’ and ‘scruffy’. Standing at a height of 5ft 8in, she is tall for her age. Though subtle, she bears features from her Bretic and Cyrod parents; olive complexion, low cheekbones, a narrow jaw, and striking blue eyes. She has short, chestnut hair that only passes her shoulder, which is often kept up.

Skills: Agile and nimble, she is a fast runner and evasive with a good eye. Practical: good with working with her hands, from manning ropes to mending objects. A strong swimmer.

Possessions: She wears formless clothes that make it almost impossible to tell if she is male or female; a beige shirt with dark trousers, leather boots, and tatty brown coat. She wears a blue kerchief around her neck. Not much else, apart from a rondel dagger.

Personality: Sassy, she makes sarcastic comments that no one appreciates. Unconventional and idiosyncratic in the sense that she does not act a ‘lady’ her age should. She is, after all, tomboyish. A somewhat mischievous and playful attitude, yet she is thoughtful of others. Kim is something of a risk-taker, a thrill-seeker at that. When it comes down to relationships with people, Kim is truthful and loyal. She does not twist her words, or beat around the bush.

Strengths: Realistic and practical, she does not hold expectations or unrealistic demands. Decisive, she makes quick and snappy decisions – usually following her ‘gut-feeling’ – and hardly ever second-guesses or over-thinks a situation (both a strength and flaw in this case). Better take action than hesitate, even if it’s the wrong action, right? A spatial thinker, she is good at remembering images and pictures. Easy-going, she is difficult to anger. Responsible and reliable, Kim does not need to be told what to do, she'll simply do her job.

Major flaw(s): As a risk-taker, this makes Kim prone to danger – either caused by her, or simply walking into it without a sense of safety. Due to her mischievous attitude, Kim often gets herself into trouble with her snarky, sassy comments. However, this is not because she disrespects authority – she just sometimes doesn’t recognise it as such. More emotional than logical, she is very likely to make impulsive actions. Her straightforwardness leads her to saying things she shouldn’t. You know, like stupid things that offend people, which are better left unsaid. She is illiterate, something she is insecure over and tries to avoid and hide. Anxious, she is easily worried and full of unease because of fear, especially when family and friends are involved. While easy-going, when she becomes angry, she is quite fierce in attitude, often acting out violently.

History: Growing up on the Waterfront with her father and two older brothers, Kim had no relationship with any other female apart from her mother. Having two brothers , and no friends of her own, she spent most of her time with them. Because the family was poor, Kim and her brothers tried to find odd jobs around the city when not helping their parents. Not getting their desired pay, the eldest brother, Roth who was 5 years her senior decided to resort to pick-pocketing The second brother, Galen who was 3 years her senior learnt to lock-pick through a friend of his, and trespassed into houses in the dead of night. And Kim? She was a tosher (always in company of her siblings, of course), always in the sewers fishing for coins or any other valuables, maybe even a body they could sell to a curious enough physician. Expect they never found a body, and probably would never like to. Still, hopeful thinking, eh? It wasn't the safest job; there was danger of floods, suffocation, and probably the worst of them – rats.

Their parents were aware of what their children were up to. As a result, Roth was sent as a recruit in the Imperial Army, while Galen and Kim were to stay behind to look for a more stable and safe job. Now restricted from her 'job' as a tosher, Kim was bored and thirsty for adventure. Upon hearing of Spiros, she looked to join his crew. Her parents tried to convince her to stay, saying that joining would be too dangerous. But hey, this was Kim so there was little chance she'd listen. As much as it pained them, they knew they would not be able to convince her, and let her go. Just to make sure she stayed safe, the ever cautious and protective Galen was sent (as an able-bodied seaman) to watch over her.

Recent Occupation: Part-time tosher, full time nuisance.

CABIN BOY: Cotan - played by Robin Coe

Spoiler
Name: Cotan

Race: Bosmer
six: Male
Age: 14
Position: Cabin boy
Appearance: Cotan is slim built and about 4’’10’ so he can go to places bigger people cannot. His deep blue eyes always with a glitter in them, his handsome facial features and his long dark brown hair has made him popular with the ladies, (at least in his own mind). You can always hear when Cotan is around because he can never stay quiet for a long time and his laughter could raise the dead.
Skills: A deadly aim with his slingshot but totally useless in a close fight, (which he has learned the hard way). He is also very fast and agile so he can (usually) just run away if the action gets too intense.
Possessions: A small dagger and a slingshot, a bag of rocks, a few stolen septims, doeskin shoes, green linen pants and a light brown shirt.
Personality: Confident, smart and a little bit too sure of himself. Always sees things from its bright side (and if there are none then adapts easily to any situation). Lives in the moment and are very curious and ready to try something new (and dangerous). Lies as easily as he breathes which is helpful when getting out of the numerous messy situations he′s in.
Strengths: Always with a smile on his face it is impossible to stay mad at him for a long time, which he takes full advantage of. Never worries about tomorrow and tackles the problems as they come and are fully convinced that nothing too bad can happen to him.
Major flaw(s): Overestimating his skills and his habit to lie and believing nothing bad ever happens to him makes him a walking time bomb; It′s only a matter of time before he′s in way over his head with trouble.
History: Born to a family with seven children Cotan is the youngest of them all. The others have been forced to help get food on the table but he′s been free to roam the jungles as he pleases. All of his family works for a rich noble man just outside the Imperial city. Of course he has duties (which he performs if he remembers) like running errands, feeding the animals and other boring things a young man ready to see the world just loves to do. The only perk in the job is the daughter of the house who is about his age. She is the reason he got in trouble big time. Apparently it′s more than just frown upon to be caught kissing your masters daughter and you have to leave everything behind to save your hide.
Recent Occupation: Running away as fast as he can from a furious former master who would strangle him in his sleep has led Cotan to the Waterfront district where he is ready to board any ship willing to take him. The fact that he hasn′t set a foot on a ship before is at most a minor setback in his mind. He′s ready to over exaggerate his skills as a seaman to get hired, confident he will learn the rope in no time.


STOWAWAY: Kaladalf - played by Elite Birthday
Spoiler
Race: Altmer

six: Male

Age: 50

Position: Stowaway

Appearance: Kaladalf is relatively young for a High Elf and his smooth, young-looking face reflects that. He has high cheekbones, as is typical of Altmer, and golden skin that seems to define those that call the Summerset Isles home. Kaladalf stands roughly around 6'1 and 6'2 and is lean but defined body. Spending years on a farm has shaped his muscles but the ultimate reliance on magick did not train him to the point of having a top-shape phyiscal body. His face is rather gaunt as if his skin was pulled tightly about his cheekbones. He has a rather broad nose that tips upward in a fashion with narrow, short lips. He has dark-blonde hair that he keeps up in a ponytail when he can. He is clean shaven nearly all of the time.

Skills: Kaladalf is particularly gifted with magic ability, particularly alteration and conjuration (being on the cusp of the level of an 'Expert'), and more attuned to destruction, illusion, and restoration ('Adept' level), and finally is only barely learning the properties of alchemy and mysticism ('Novice' level). Kaladalf is also gifted with the ability to weild a glaive, sword, bow, and spear.

Possessions: The Altmer has a set of loose cotton clothes that have these inexplicable red stains on them but wears a brown cloak over his clothes to hide the stains. He has a sword, bow, 5 arrows, and a glaive all of Elven make. They were passed down when his father died.

Personality: Kaladalf used to be a very happy, very good person. But he's afraid of himself. His caring personality still exists somewhere deep within but his fear of himself has caused him to become a recluse. His fear of hurting other people has become almost irrational in nature. However, deep within, Kaladalf is a good person. He believes in the spirit of charity and thankfulness as well as having a unique perspective of cultural relativism and passivism. A friendly guy, Kaladalf is actually easy to talk to, quite curious of the world, and has lofty dreams to one day become a healer.

However, there is more to Kaladalf than meets the eye. Kaladalf is bipolar. However, he does have a good handle on it. He rarely has episodes of depression any more (and when he does they are few and far between) but has always suffered from psychotic episodes. These generally happen suddenly and violently and cause terrible hallucinations. Kaladalf thus splits (his mind ventures within itself) and his body thus becomes a machine of guessing. Whether he will simply sit still and wait for the episode to pass or violently murder his family and neighbors is just simply unknown.

Strengths: A good combat skillset as well as knowledge of agriculture and Altmer lore.

Major flaw(s): Psychotic episodes, perhaps too trusting, knows absolutely nothing about sailing or boats.

History: Kaladalf was, most recently, a farmer in eastern Cyrodiil. He was isolated from the Niben culture, however, because of the way his parents raised him. He was taught the ways of the Summerset as well as its history and religion. His parents were kind and in turn Kaladalf became kind as well. Growing up, magic was a daily part of life. His father was a agromancer, meaning he plowed the fields with magic and his mother, too was an agromancer. Thus magic was instilled within him at a young age and, since then, has expanded his horizons, besting both his mother and his father in nearly all feats of magic.

Living on the farm, however, was a boring life and he soon yearned for far-away lands. His parents thus allowed him to travel to Vvardenfall to visit the Dunmer homeland and learn of its culture. There he learned to fight with the blade and bow and an assortment of other weapons while also studying Dunmer culture. But he soon found that life outside the farm was extremely complex and, at some times, heart-breaking. Thinking it too much, he returned and to his surprise, it was just as his parents had expected.

Kaladalf had grown accustomed to the lack of excitement and preferred to peruse great lands only within the confines of a good book. His bipolar episodes began shortly after his return from Morrowind. At first they were calm but they became more intense in nature, he could no longer hide it from his parents. His parents thus wrote a letter to a relative in the Summerset Isles who was a practiced healer who thus shipped back an enchanted amulet that would, hopefully, stop the episodes. They did for a while, but then they came back harder then ever. Kaladalf attempted to throw the amulet away but became sick whenever he was not wearing it. Thus, the amulet seemed to burn into his very skin and become a part of them. The episodes were fewer but they were more violent.

Recently, in Kaladalf's last episode, he went berserk. In what he thought was a dream, he thought his parents to be agents of Mehrues Dagon (as the Oblvion Crisis had just happened and it was fresh in his mind). He thus believed himself to be in Oblivion and slain his captors and other Dremora nearby before escaping into a dark cave. He woke from his episode with blood on his shirt and all over his blade. He returned to his home (after a couple of questions to the locales as to where he was and where he was headed) to find his parents, and a couple of neighbors, to be murdered. Fleeing in terror and horrific realization, he made his escape just before the Guard had arrived to investigate the sounds of odd happenings in the night.

Thus the name Kaladalf appeared on nearly every wanted poster from Leyawinn to the Imperial City. A brutal murderer and considered extremely dangerous. Attempting to hide, he means to travel south back to his home and see if he can find a cure for the ailment that so troubles him.

Recent Occupation: Farmer


...AND THE MANANAUTS: MANY MANY SPACES OPEN

Quartermaster's Mate: Dres Darys Androthi -played by Asap
Spoiler

Name: Dres Darys Androthi[/size]
Race: Dunmer of the Great House Dres
six: Male
Age: 92 (Appears in his late 30s)
Position: Quartermaster's Mate

Appearance: Darys is of an average size. He stands about 5’10” and has a slender, but strong, frame. His body is well toned and his muscles are lean. His ash colored skin is rough and riddled with scars in all places - tokens from his years in the business of slaving. His charcoal black hair is of medium length, falling a few inches shy of his shoulders, and is either tied back with a leather cord or a cloth bandana. His ears are pierced with rings of varying sizes and metals. His face is somewhat gaunt, with slightly concave cheeks and pronounced cheek bones. His face is also slightly less scared than his body, ignoring the nasty jagged line that cuts across the right corner of his mouth and down through his chin, which has a small chunk missing where the scar crosses, and is covered in a dark rough stubble that never gets shaved. His eyes, like those of all of his kinsmen, are a deep red. His body is covered in a myriad of cultural and tribal tattoos, a typical practice among those of House Dres. Upon his face is one of a deep teal hue that twists and crosses across his skin in an intricate pattern and continues on across his body. This twisting bluish design mingles with other tattoos of various origins and colors, from parables in Daedric script and portrayals of the Almsivi to ones depicting the symbols of various criminal syndicates and organizations. As a whole none of them make sense, yet when you focus on a particular set you begin to notice the pattern. Every tattoo tells a tale from the story of his life, the snaking tribal design serving to link them together almost like a timeline.

Skills: Darys is a mer of many talents. The Dunmer is well versed in the art of swordsmanship and the use of a spear, yet he lacks skill with heavier, unbalanced weapons. He relies on his uncanny speed and agility in combat, rather than brute strength He also has a way of getting what he wants, be it through intimidation or smooth talking – the tattoos and scars, as well as his reputation in some parts of Morrowind, tend to make the former much easier. Darys is also well acquainted with the tasks of navigation, and survival. Long raids deep into Argonia have tempered him into a very enduring mer, allowing him to go longer without food and water and survive off the land with ease. Darys also holds a strong grasp on the arts of illusion and destruction. While not as adept at the arcane arts as one who has studied them intently, he knows enough to get the job done and is a rather good illusionist. He learned his magic out of necessity rather than an scholarly endeavor.

Possessions:
(Clothing): To cope with the dreaded humidity of the south, Darys is garbed in a style that is light and unrestricting: his tan linen sleeveless-shirt is light and breathable, as are his darker pants. Around his waist is a maroon sash, on top of it a leather belt with various pouches. On his feet are worn netch leather boot. If the occasion arises where Darys requires more protection than simple clothes, which happens quite often, he wears a rough, boiled netch leather cuirass and greaves. The armor is just as scarred as its owner and if it were appraised it would not bring much coin.
(Weaponry): Darys carries a sleek Dunmeri short sword made of tempered black steel (in truth it’s more of a metallic grey than true black) with a wrapped netch leather grip. The smaller size of the weapon makes it easier to use in the dense jungles of southern Morrowind and northern Argonia, where a lengthy blade is likely to get caught in vines or branches. Darys also carries a dagger made in the same Dunmeri style. Depending on the occasion he will also carry with him a hardened chitin spear or a few slender javelins which he wields with stunning accuracy.
(Misc): Darys carries a few worn pieces of parchment depicting charts and other things of importance such maps and ledgers, a pouch full of dried tobacco and rolling papers, a few bags of varying coins, a small hunting knife, and a flask of flin that never seems to go dry (it seems as though he's brought a barrel of it with him to the St. Alessia).

Personality: Darys is a rather cold person. He's was born and raised in Tear and began working in the slave pens at an early age. He's seen mothers torn from their children, set in chains, and sold off to the highest bidder, seen their fathers gutted when they object, seen entire villages slaughtered mercilessly, watched as men, men he knew, were cut down right next to him, and, worst of all, he's done every single one of those things and more. He's an pitiless cutthroat, cold-blooded killer, a smuggler, and anything else that is synonymous with "Dressian Slaver." Darys is calm in person, rarely erupting into full blown rage, but always saying what he wills, which most of the time isn't too pleasant. He's ambitious, persuasive, blunt, and knows how to get things done. That being said, he's also quite laid back when he's not occupied with a task, preferring to lounge around and do absolutely nothing whatsoever.

Strengths: . In the south of Morrowind you learn to come out on top, or you end up down below, under six feet of dirt. Darys is good at surviving, and whatever it takes to do so.

Major flaw(s): Darys isn't too good with people. He'd rather tell them off or not deal with them at all. He also has a way of not making friends that has constantly had him running from one place to another, always just a few feet ahead of someone who wants him rather quite dead.

History: Darys was born into a poor family in the Jewel of the East, the city of Tear. His dysfunctional family consisted of his mother, father, and 3 siblings. They lived a poor life in one of the cities many slums. His father made a living as a caravan guard, so Darys and his 3 siblings were often left at home with only their mother to care for them. His father made some good money guarding the slave caravans in and out of the city, but what he did make he wasted away on women and alcohol. Darys and his mother were often the regular victims of his father’s drunken rages. At the age of 17 he got a job in the slave pens of Tear to help keep the family afloat. During this time he grew accustomed to the horrors of slavery and oppression. One day his father left on another caravan and didn’t return.[/size]

Darys continued on working in the slave pens. After a few years he began to work his way up the ladder. When he was in his early 30’s the slave-master he was serving began to send him along on the raids. He secured himself a spot as a raider after displaying a great aptitude to the task. Over the years he worked up a reputation as one of the best slave-raiders in the business. This opened up other opportunities to Darys. Not only did he continue to run a raiding team, but he also got into the business of smuggling skooma and moonsugar up the coast and through the jungles of southern Morrowind for the Camonna Tong. During the insurrection of Morrowind, Darys worked as an agent for the Camonna Tong. How he got from there to the Imperial City, well, you’ll have to figure that one out on your own. It suffices to say that a certain lady of the Camonna Tong is quite unhappy with our slaver.

Recent Occupation: Agent of the Camonna Tong


Healer's Mate: Cassinia Vandres - played by Kalamari
Spoiler
Name: Cassinia Vandres

Race: Cyrodiil (Colovian)

six: Female

Age: 24

Position: Secondary Healer

Appearance: Cassinia suffers from a case of Albinism, giving her features that seem befitting of a Mer, rather than those of a proudly bred Colovian. Her skin lacks tan, appearing as a pale white that one would find upon a fresh corpse. The girl’s hair suffers from a similar fate, holding a fairness and bleached coloration that is next to unheard of within Imperial society. It is debatable as to whether her livid blue eyes make her seem more spectral, or if those pale orbs give a certain life to a body that is otherwise as pallid as snow. Ignoring the more obvious traits, Cassinia is rather small in both height and width: standing only at 5'3, and featuring a slim body with little in the way of fat or muscle. This leaves her as a rather unappealing, almost ghostly figure, practically miniature in her mass and stature. Where as one would expect a young girl to flaunt her hair at a shoulder length, her gently combed white follicles only extend to a chin length. The majority of growth is placed at the rear of her head, with a generous number of strands at the side, and a few way-ward bands on the forehead.

Possessions: Cassinia wears a rather simple set of apparel. Covering her torso is a blouse almost as white as she is, where as the leggings are of a more mundane brown coloration. A few other accessories can be found: thick, belted shoes to guard her petite feet, a coin purse filled with what many would consider “dirty money” from some of her more roguish patients, among other pointless baubles. The item that garners the most attention is most assuredly her cloak: holding a blue as deep as the sea’s she now sails on. Cassinia is often found wearing the garment, using it as a secondary protection from Magnus’s scorn.


Personality: Cassinia holds a rather aloof attitude, and is none too eager to present to those she meets. While certainly not cynical in any sense, she is rather detached and reserved when interacting with others. It is not because of some misplaced haughtiness or stuck up pride: she simply believes that she’s not very interesting or noteworthy, and does not wish to bore others with her awkward ways. And while she is willing to give them a conversation or two if they desire, she will make no attempts to hide her boredom and indifference towards them, and herself.

Strengths: Cassinia is rather skilled with the Restorative arts, and is able to twist it for her use in a number of ways. Some of these displays are simple, such as using a very low intensity ward to protect her from Magnus’s rays, while others are of a more complex nature, with magicka filled lacerations and mends. She is also rather well read and patient with others, acting as a (unwilling, mind you) listener.

Major flaw(s): Due to her condition, Cassinia can be rather frail in situations involving extended exposure to sun. Her wards can only last for so long before she is forced to retreat to some form of shade or dwelling. And despite her fondness for literature, her eyesight can be rather dismal, especially when it comes to long distances. Her blasé outlook and disinterested gazes can also give the impression that she is chilly in nature, and some cases, that is not far from the truth.

History: From a young age, Cassinia was always looked upon as a rather odd individual. Her albinism prevented her staying out in the sun for extended periods of time, leaving her with an assortment of burns if she were to do so. This lead to a rather regulated lifestyle, either being cooped up with the household, or in the rare cases she was allowed outside (usually at night), having some guardian alongside her. In her earlier youth, this lead to a few instances where she would sneak her way out of the house while her Mother aided customers. However, all of this cases held similar results: burns from Magnus’s ire towards her day-long frolicking upon the waterfront. This left her Father to tend to them with his magics. As she grew older, she began to take an interest in her Father’s practice of restoration, and she sought knowledge from his various tomes, along with the man’s own words on the odd day where he was not at the Temple. Cassinia began to wrap herself in the art, using it both to protect her delicate form, and treat the occasional aches and pains of a sod too roguish for the Nine’s embrace. Despite the wishes of her parents, she wishes neither to pursue the life of a Merchant or Priestess, at least not for now. Desiring to take in some of the world she had only seen glimpses of before, she signed onto Captain Spiros’s crew, as a test of sorts. Said trial would determine if she truly held a wanderlust, or if she would be better off accepting the occupations her Parents suggest.

Recent Occupation: While still not quiet ready to live on her own, Cassinia has been making her own income by acting as a freelance Healer, independent of the Guild of Mages, or the various Temples spotted across the Imperial City. Due to her lack of skill when compared to the former groups, she often is found treating lesser cases, and in turn, earning less pay. It is not a glamorous life, but she hopes to rectify her fledging coin purse by earning larger sums from the (hopefully) generous Captain.


Able Bodied Sailor: Eats-His-Foes -played by Gorbadhttp://www.youtube.com/watch?v=vyufDxxWIsM
Spoiler
Name:
Eats-His-Foes (argonian child name: Thallursmee.)[/size]
Race: Argonian
six: Male
Age: 44
Birthsign: The Warrior
Position: (Able-Bodied)-Sailor.

Appearance: Large, muscular and fat. Stands taller than your average Altmer, and certainly the widest man many have seen in their lives. His scales are different shades of green, with darker scales at his back and lighter around his belly, chest and throat. His face is typical Argonian, described best as a curious and sly slaughterfish. His teeth are tiny razors in his wide mouth, which have seen much practice in the arts of devouring food of all kind. Where men and mer might have hair, Eats-His-Foes has a thickness of short, sturdy spikes, with the occasional sea-weed like clump among them.

Skills: Roaring with a loud voice and bashing skulls. Eats-His-Foes is strong enough to lift his own weight, something only a few could boast with. He lives to fight, and has many times fought to live, sharpening his melee abilities deadly sharp. What he lacks in technique and dexterity he makes up for with his brute strength and superior range.

Possessions: Great steel plate armor that covers him from head to toe, adding massive weight to his already astronomical weight. When asked why he has it on all the time, he calmly answers “It keeps me strong”, possibly hiding the truth that the armor might just be too damn hard to get on and off for him to bother. His large size and massive armor (making him weight a couple of times more than anyone else on the ship) has brought up concerns regarding the strength of the wooden planks beneath his feet. But so far, no ship has shown signs of complain when he stampedes on deck.

He never goes anywhere without his armament: A mean-looking bastard-sword that he wields together with a mighty steel shield, and an even larger, two-handed silver zweihandler he likes to call “Betty”, because she’s so pretty.
Personality: A slow witted and trusting Argonian who loves to fight. He isn’t one to cause trouble when sober, but pour enough drink in him and his pure size will cause trouble. He’s a restless soul, finding only trouble wherever he’s tried to settle down. He’s been forced into the life of a wanderer and adventurer, and has accepted that as if it was his own idea. He’s also curious about the unknown, giving him enough encouragement to keep adventuring even if he’d find a place without trouble.

Strengths: His strength, girth and weight. His reliability in a fight, takes commands well and follows them to the letter without hesitation.
Major flaw(s): His girth and weight. He’s a slow runner, and an even slower thinker. He loves food.

History: Thallursmee was large and puffy already as a young Argonian, often subject to mockery by other, slimmer Argonian’s in his home of Blackmarsh. He loved to eat, and did so often, but simultaneously built a massive strength laboring at his father’s fishery. The sea was no stranger to him and he loved water. When he grew older, and stronger, he’d had enough of the sly jokes and open insults from the other children:
At the age of 14, his father had given him an extra coin for his birthday and he wanted to celebrate. He’d been at a local inn, eating a spiced soup made of chickens, carrots, mushrooms, garlic and vinegar, a thick slice of bread with a click of butter on the side. He’d then carried the dessert, a chocolate cake he’d wanted to taste for ages, back home when the most thick-headed 16-year-old-bullies of the town cut him off at a bridge. His entire cake flew into the gaping jaw of the swamp under the bridge, drowning cream-filling screaming his name for a rescue never-to-be-had.
It was enough to push young Thallursmee over a metaphorical edge. He took on all four of the cake-assailants on his own, smashing the head of the pack-leader against the rail of the bridge with a sickening crack. Teeth rattled on the wooden bridge, but Thallursmee didn’t stop there: He began to beat the sense out of the unconscious Argonian while his friends watched, frozen in horror at the scene that was being played in front of their eyes. Thallursmee would surely have killed the boy, hadn’t the city guard interfered.

The town was shocked and he and his father moved away only a week later, blaming poor fishing waters. But nothing would be like it was before. Wherever they moved, Thallursmee seemed to get into trouble, and his father had had enough of it. At the age of 16, his father left him without a word, sailing the fishing boat away in the quiet of the night, leaving Thallursmee alone in an unknown land, surrounded by unknown people.
He got into a lot of trouble and had a few rough years, trying to manage on his own. Confusion and sadness were replaced by anger and determination, and the now advlt Thallursmee got work first as a cabin boy, then later as a hired arm on many merchant ships, traveling from port to port under many different captains. It was during these years he came upon his new name: Eats-His-Foes.

He tried to settle into towns at later years without success, one time even returning to Blackmarsh to see his father. He learned that their old house had been sold long ago; His father had died from a violent fever years ago.
Eats-His-Foes felt nothing but emptiness in his now black heart, stained by the death of many a foe. The life he’d had was something he’d never get again, and he’s continued his aimless travel from port-to-port, always finding someone willing to recruit him.

Recent Occupation: Eats-His-Foes is running low on septims, drinking to kill time, waiting for a ship to leave the port of the Imperial City.

And finally, a generic CS form for all of you land lubbers. A note for now, please dismiss any concept of in-game skills attributes whilst filling this form out. This is an RP set in the TES Universe (specifically, the one as imagined in The first Pocket Guide to the Empire), not within a particular TES game. Mechanics are of no relevance here.


Chronicler: Remus Adolphus - played by Maps
Spoiler
Name: Remus Adolphus

Gender: Male
Race: Cyrod-Colovian
Age: 27

Position: Intelligence specialist, general know-it-all, mighty scholar?, biographer and chronicler of Spiros and the Mananauts.

Appearance: Remus is not what many would think of when they think of a scholar, especially a scholar of the renown as he has. That aged man sat hunched over dusty tomes with a bushy, knotted grey beard and rather questionable eyesight due to years of time within dark rooms reading by candle light. No, this isn’t Remus, and nor does he intend to ever to become that scholar. He actually is a rather spirited natured twenty-seven year old with dark blue eyes, scruffy chestnut hair and youthful facial features that really betray his age. When he smiles, there is a degree of mischief behind it, ease and a display of his confidence. Almost every expression of his are laced with boyish curiosity and enthusiasm.

He’s just above the average in height for a Cyrod; 5’11”, lightly tanned and impeccably dressed. Of course, due to preferring brains over brawns, he is rather slender, actually somewhat Elven in some aspects of his body structure.
Skills: To say that Remus is smart is an overstatement. Remus is a vastly intelligent individual, a historian, philosopher, student of astrology, author, scholar of the Daedra and et’Ada, and everything in-between. If you ask him about something obscure or some dusty old ruin or tale you know of, more than likely, Remus will know everything about it.

So where does he fit in with the rest of the swash buckling crew of the St. Alessia? Well, sometimes it pays to have someone around who has the knowledge of areas that only a certain clique dwells. Plus, wouldn’t you like to be engraved in the annals of history?

Possessions: Books, parchments, apparatuses’ – Remus is prepared… To write, and read, and write some more. He often caries around a leather bag filled with several dozen items that have uses in archaeology or astrology, or some book that he uses for reference but don’t expect him to pull out a shiny blade or a whip from that stylish adventurer bag of his – He’s a lover, not a fighter.

Personality: Remus is a passionate person, passionate about his line of work and the adventures he goes on, he hasn’t had a good day if he hasn’t learned something new. He dives into new material and potential expeditions with an almost childlike eagerness. He’s incredibly confident in his abilities and management of knowledge, sometimes coming off as to confident, standing on the line between confident and just outright arrogant.

He is often genuinely eager to get to know someone, both old and new; there is nothing he loves more than hearing stories from friends about their exploits. Likewise, he can be open with his own personal history, though without spilling too much information like a love-struck child in the summer, there are things about him that he keeps guarded. Though he isn’t really want with a blade, he does have a sharp wit, he is armed with barrage of sarcastic banter and snappy retorts.
Alas, not everything with his personality is perfect (but who is). Remus is often prone to irregular mood swings, seeing him go from cheerful to sorrowful isn’t odd, he’s also affected with a degree of obsessive compulsive attitudes, if there is something he can’t solve or something that is bothering him, he’ll keep onto that thought for days until he finds a solution. However, as long as he keeps himself, and his mind active, he’ll be fine.

History: The family Adolphus is an old and proud Colovian clan who had contributed its sons to the legions of the Empire for generations. Of course, with two older brothers, Remus didn’t feel the need to follow family traditions. He was never born to wield the sword and shield and even from a young age his family knew he would be that one Adolphus who forge his own path.

Remus was born in the jewel of the Empire. The Imperial City. The youngest child, he was very much the runt of the litter, though was loved regardless. Fragile and often ill during his early years of childhood, Remus didn’t attain any educational schooling until he was eight. But before then, he was already burying himself in books and scripts. When his mother didn’t have time to teach him how to read, he took initiate and attempted to teach himself. Not really knowing if he was getting the pronunciation correct or not, he was at the very least, making sense of the plot, words and grammar. He was learning, though slowly, his ability to pick up things and learn on his own accord was nothing short of being astonishing, but even then, it was still meagre – He was learning but by his own rules, he had the basics but they weren’t defined. Nevertheless, he revealed that he had untapped potential.

The family relocated to Anvil shortly before his eighth name day. His health had improved significantly, he was finally able to go out and explore with his brothers, an activity he had always wanted to do, spurred on by his books and tales his brothers would tell him of their days out. Anvil was perfect to his young tastes; they could explore the farmer’s fields outside the city, venture along the docks and beaches. There always seemed to be something new they stumbled across. Once his health was finally at its peak, he began to attend regular schooling where his untapped potential fully bloomed. His rough edges smoothing out, it didn’t take long until he surpassed the established students around him.

The young Remus grew up to be a very intelligent and insightful adolescent. Despite having no magicka abilities, he was allowed to make use of the Mages Guild of Anvil’s library. He came to develop an odd relationship with mages, though he respected them, he also despised the social perception of mages being the most proficient of learners and scholars – knowing that he was significantly more intelligent than the majority of mage students within the local guild hall. Yet, he also admired orders like the Psijic.

Life in Anvil itself was beginning to chafe at Remus. He had hit a wall. At the advice of the Mages from the local guild in order to further his education, Remus went to High Rock to study at the School of Julianos. Here, he found people he could talk in-depth with, debate with, but all pursued the learned arts, of that, he truly felt at home amongst them. But even here, Remus outshone many.

Remus had long paid ode to Julianos for his intellect, repaying him with always willing to learn more. However, his pursuit of knowledge took an incredibly dark turn. The small group of students and student mages that often came together to study together and debate on matters, which Remus belonged to, were inspired by the book, The Doors of Oblivion. Youthful nature being what it is, took over, and they all agreed that in some form, to contact Hermaeus Mora or even enter Apocrypha. One night, via a hastily makeshift shrine. The small group finally encountered the Demon of Knowledge. Remus remembers very little, or, represses what he remembers of that night. All he vaguely recalls was the special interest Mora took in him. It was the brief glimpse into Apocrypha and the voice and feel within his mind that Remus decided he couldn’t take no more and fled, like a madman, away as far as he could, saying a prayer to each of the Divine – even if he made up the prayer. This would be the last time he would allow himself to be perverted by desire of darker knowledge, believing that there are some things that aren’t meant to be known by man or mer.

It didn’t take Remus long to recover from the experience, though he never spoke of it, preferring to keep his dabbling of Daedra interaction private. To recover, he went to spend a duration of time at the House of Dibella to indulge in more artistic pursuits. His first pieces of work were published during his time within the house, both theses and works of fiction. It was also hard to not do so when surrounded by devotees of Dibella, but Remus fell in love with a member of the house. Sadly, it became another part of his life Remus decided not to talk about – preferring to mention his incident with Mora rather than his dissolution of his most cherished courtship.

High Rock had provided so much, but he finally felt that part of his life there was over. Remus returned home back to Cyrodiil and established his base of operations from where he churned out numerous works. Morrowind, Skyrim, Hammerfell - Ayleid, Dwemer, Ehlnofex sites, magical locations. There wasn’t a place that Remus wouldn’t go. He published several books regarding many subjects, from historical nations and races, to famous and urban legends of Nirn. He also produced a numerous satirical commentaries and the politics of the time, wrote plays and stories, many of which he did under a nom de plume. In what seemed like a short amount of time, (three years maybe?) he established himself as a very popular author and respected scholar.
But there was always one thing Remus hadn’t had the opportunity to experience.

The sickly Remus from childhood had left the advlt Remus with long-standing fasciation with the stories of heroes and legends. He was the first to chronicle the events of the Champion of Cyrodiil after the Oblivion Crisis, but all of this was from third-hand accounts. He yearns to witness such an adventure first-hand, to write the purest telling of facts that no other could. Of course, he didn’t have to search long for the topic of his next work when the tales of a certain count and his void-travelling crew began to become a popular topic on the lips of the small folk. I mean, it’s not every day you witness a castle chained to a ship and floating across the Niben.

Recent Occupation: Having recently published his latest work detailing the Kings and Potentates of the Ayleid Kingdoms – Remus has been seeking out his next project.

?Auxiliary Battlemage: Ragnar Stormcaller - played by dovakhin
Spoiler
Race:Nord

six:Male
Age: 28
Position: Secondary Battlemage/ sailor (whichever is better suited)
Appearance: Tall, thin, short beard, high concave cheekbones and an intense stare that makes him appear hawk-like.
Skills: Destruction magic, decent with a bow
Possessions: Rough-spun, threadbare clothes, hunting bow, a dozen iron arrows. Twenty septims. An amulet of Akatosh.
Personality: Grim and reserved, he rarely even relaxes, let alone laughs
Strengths: He is very skilled in frost magic, but...
Major flaw(s): He has little control over the magic, which can easily get away from him when performing larger spells.
History: Born the bastard child of Jarl Korir, he was left to die in the snow, should his existence threaten the succession of his legitimate son and heir presumtive Ivar. The Divines smiled upon the infant, who survived the night before being discovered by Sigurd, a reclusive mage and former teacher at the college. Raising him as his son, Ragnar quickly showed promise as a mage, albeit with little control over his powers. Sigurd did his best to train him however, and, as Sigurd aged, he began to rely on Ragnar to provide them both with food, which Ragnar would hunt for in the frozen tundras of Winterhold. When Sigurd died, Ragnar was twenty and aware of his parentage, taught to him by Sigurd, who himself discovered it only after considerable questioning of servants. Leaving for the college, where he hoped to learn more about magic, the appearance between him and the aging Jarl was unmistakable. The jarl surmised after several months Ragnar was his bastard, and made a move to have him exiled from Winterhold. He felt perhaps guilt over having tried to kill his son all those years earlier, but still feared a crisis for his heir, who was turning out to be a cowardly hedonist. Giving Ragnar some gold, he threatened to kill him should he ever returned. Ragnar fled from Winterhold to Riften, where he lived for a few years, before heading further south, hoping to go to the Arcane University, should he be admitted. He worked his way there as a hunter, selling the meat and furs to any willing. Upon arriving, he was attacked by thugs in the docks, agents of the thieves guild. What they had hoped to be an easy chance at some coin turned into a fierce struggle, and Ragnar lost control of the storm he had conjured to stop them. Raging through the pair, it froze their veins, killing them instantly. It carried on though, into the teeming market, killing several customers, as well as nearly killing Ragnar himself. He managed to crawl under the dock before losing conscious, and he awoke a fugitive. Now, he hopes to escape with Spiros. No pictures exist, so he hopes the privateer won't put him with the terrible accident.
Recent Occupation: Hunter, fugitive.




And for any budding Mananauts out there, a blank CS form:
Spoiler
Name:
Race:
six:
Age:
Position:
Appearance:
Skills:
Possessions:
Personality:
Strengths:
Major flaw(s):
History:
Recent Occupation:


!!! ONLY ADVENTURE TO FOLLOW !!!

User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Mon Aug 05, 2013 3:01 pm

The carpenter's char-sheet is f'd up in the OP, it's outside the spoiler and looks weird and stuff..

Can't come up with anything smart to post, so I'll just wait until something happens that I can react to.

User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am


Return to The Elder Scrolls Series Discussion