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Fantasy Newfound Lands - Lore

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Sylph

Fickle
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A compendium of important lore.​

The Westridge Kingdom
Westridge is a kingdom that has been conquered by humans, but many other races still settle within its borders. Depending on the area, they can live in relative ease among the humans or in their own towns, as there are strict rules in place prohibiting the hunt of sentient creatures and other humanoids.

Types of Guilds
There were once two types of guilds: Common and Official. After the Crown outlawed the former, common guilds were abolished and any remaining adventurers were either left without a job, or found employment with groups like the Guard or the Expeditionary Force. The new rule has led to an increase of so called 'Dark' or outlaw Guilds, particularly among non-humans who weren't accepted into the Expeditionary Force.

Official Guilds range from esteemed Artisan guilds, to Harvest Guilds assigned to protect the fields. They have strict codes of conduct and entry into them is competitive. They are generally sponsored by a Noble House or else sanctioned by the Crown.

The Twelve Houses
There are twelve noble houses that rule Westridge. In depth knowledge of them isn't necessary unless you intend to create a human with ties to one, but there may be mention of them in the RP.

Descendants of previous rulers. The Crown House are the highest ranking Noble Family, and the only ones capable of managing the House of Cards. Nobility are those born or married into the role, and suitors almost always come from other nobility. They deal primarily with internal affairs, leaving foreign matters to the House of Cards. In particular they fund the Guard and Harvest Houses, and sponsor a number of Official Guilds for combat and expeditions.
A cutthroat House made up of the highest classes of nobility. The Council (Known colloquially as the House of Cards) are responsible for assisting the Crown in managing internal affairs and deal with almost all foreign diplomatic issues.

Many noble families within the House of Cards will sponsor an Official Guild.
The Court upholds the laws, and to a certain extent keeps the Noble Families in check. Any matters of importance are heard in the city of Magistra, where the highest echelons of the Court reside.

The Court originally funded the Apothecary Guild, though the organisation has since grown into a House of its own right. They do have a central family, though it is mainly responsible for the selection of Judges. There is some controversy between the Court and Cloak Houses, as it is rumoured that the former will acquit criminals into service of the latter.
Before the destruction of Solmar two decades prior, The House of Dawn were responsible for the governance of magic and worship within the kingdom, and provided relief to areas struck by disaster. They funded a number of Official Guilds that specialised in magic, though most of them fell to ruin after it collapsed.

The House of Dawn is peculiar in that it has no noble heritage. It's leaders are selected by the deity Crocus, though it has been nearly two decades since a new Oracle emerged.

The Guard are responsible for keeping the peace and responding to threats to from land, sea or sky. All three branches are overseen by the Avatticus family, with the Generals selected by them being the next most powerful. The Guard tend to be the most openly critical of other groups, in particular the Cloak and Arcane Houses, where they see threats to the Kingdom's security, though they are careful not to overstep their authority when it comes to nobility.

Characters associated with this house:
Tyron Avatticus (Played by Chinchia)
The Merchant House are almost as cutthroat as the House of Cards, softened somewhat by the lack of Noble standing among its members. Most Merchant 'nobility' are heads of prior mercenary clans or trading companies. The Merchant is House is loyal to the Crown, but many of its members will hire mercenaries instead of relying on the Guard for protection. The Guard are prone to thinking of this as a security threat.

There is no central family in the Merchant House. Families and companies compete for status through increasing their influence and wealth.
The Cloak house are responsible for regulating underground activities and groups, and responding to threats before they become known. Their house is shrouded in secrecy and is often the first to be accused when any foul play comes to light.
The Cloak House are represented by a central family, but many of their members are also said to have less than scrupulous origins.
The Arcane house are responsible for the research and development of new technologies, as well as investigating any threats thought to be magic in origin. They are renowned at what they do, but focus more on their research than politics.
The Arcane House have a central family, but renowned magicians and researchers are treated with just as much respect by the nobility.

A House to oversee the land granted by the Crown for agriculture. While other Noble Families may have land bestowed upon them by the Crown, the land owned collectively by the Harvest House produces the vast majority of food and raw product used by the kingdom.
The Artisan House is comprised of a number of Guilds dedicated to different areas of craft. Guilds are often sponsored or commissioned by families within the House of Cards, and the Guildmasters are treated much the same as nobility.
A relatively new house created in an initiative by the Court to oversee the treatment of illness and disease throughout the kingdom. It was brought about after the destruction of Solmar and downfall of the House of Dawn left many regions without support. Their nobility are currently the most learned or renowned physicians in the land.
The Academy is responsible for the education of the populace throughout the kingdom, and will often select students who show promise to graduate straight into the service of other houses. Its curriculum is determined by the Board of Scholars.

Gods and Deities
Gods are rulers of the spirit realm, much like royalty in the physical world. Detailed understanding of them isn't needed unless you intend to create a deity for your character to worship.
The nature of the divine has been a long studied subject by scholars and skeptics. The truth is undeniable—they exist—but the details are widely disagreed upon. Gods come in many different types and forms, but the most widely accepted explanation is that they are rulers of a domain in the spiritual realm. Much like Monarchs in the physical world, they can determine the conditions of entry into their land, and mortals who the deity has connection with may be granted passage into the land after their death.

It is thought that persons not bound to any deity--or refused entry by the patron they worshipped--will be forced to wander the spirit realm until they perish. Some theories go so far as to say that the mortal body is merely a host for the spirit until it matures enough to survive in the spiritual realm. No one really knows if much amounts off this theory seeing as, like most speculations about life after death, it generally requires the host to die before they find out.

It is important to note that rulers of the spirit realm, or gods as they are called by mortals, have limited influence in physical world. Much like how humans have little affect on the spirit realm until they pass into it. They can, however, offer their power to those in the mortal realm. This commonly manifests as a second affinity, and it is not unknown for a person's abilities to change upon finding a new patron deity.

Killing a deity: A deity is nigh impossible to kill within their realm. The easiest known method to kill a god is to tether them to a body in the physical realm. When in that form they can be killed, with some effort, alongside the host.

Immortals
Immortals don't die of old age, but they also don't have afterlives. Important to know if you want a character who is immortal.
An immortal is someone who's spirit has been inextricably attached to their body, to the point that the death of the body would mean the death of the spirit as well. Some immortals occur naturally in races like the Fae, or they can be made artificially through magic such as necromancy. As a result of their spirit dying with their physical bodies, immortals do not have afterlives.

Slimes
Slimes can range from harmless to extremely dangerous depending on their sub-species. If a character encounters one they should be sure to identify what they're up against.
Slimes are one of the world's great mysteries. Where do they come from? Do they have souls? Why is it that they find witch magic so tasty?

Thought to have arrived from a rift in times long forgotten, slimes can range from harmless blobs to unholy abominations depending on where they are found. They can adapt to almost any climate one cares to traverse, and are one of the first threats an adventurer can learn of.

While slimes can consume organic matter in order to increase their mass, what they thrive off is actually the residual energy a soul leaves behind. Their malleability and colour saturation is directly linked to the difference between their size and lifeforce. So small but colourful slimes will move and regenerate faster than their pale, but larger, cousins.

Green – The most harmless type of slime, feeding mostly off the lifeforce of plants. Their body is mildly acidic, but only causes slight skin irritation in the short term. They make good practice for new adventurers to hone techniques before taking on the more dangerous variants.​
Blue – On land these are largely ineffective, and even if you get stuck in one, they’re not acidic. Beware, however; once in the water they become nigh invisible and one of the deadliest types. They wander the oceans and rivers endlessly in search of sealife to consume.​
Yellow – These can often be found in petrified form in the desert. When exposed to water they revive to create patches of sinking sand, which is how they catch their prey.​
White – This variant is known for leaving crystalline trails of ice wherever it goes. They suck the warmth out of anything they come in contact with, leaving behind a frozen carcass.​
Red – Highly acidic, but not as much as its undead cousin. Red slimes have somehow found a way to use heat as a partial fuel source, making them less aggressive towards living things.​
Purple – Found in places of high magic concentration, but rarely elsewhere. They can feed directly off the soul of a living body or the magic in spells, making them one of the most dangerous types.​
Black – Found in the underworld. This entity is highly acidic, enough to dissolve the bones of the undead, and to eat through the skin of the living in seconds. On occasion they may appear in dungeons reaching far below the ground.​

Crowned Slimes - Rarely a slime will be found with a ‘head’—an item of sort that is suspended in the main body. These entities are known for being more intelligent than others of its kind. The head of a crowned slime must be destroyed before it can be killed. An intact head will always its body, if given enough time.​

Player Made Lore
Aestir - The Frigid North
"Aestir is an island country located in the far north, covered with ice caps and frozen mountaintops... It is ruled by an oligarchy of nobles, four to be specific, who ensure that the needs of the country and its populace are met. Those four noble houses are collectively known as, "The Four Blades of Aestir" or simply "Blades" for short. They are all known for developing and specializing in a specific fighting style."

The Voland Family: The Voland's are known for their single sword dueling style, specialized in taking down enemies quickly and efficiently, one at a time. The current Grand Maestro of this sword style is Alfyn Voland.

The Degrand Family: The Degrand's are known for their defensive two-handed spear style, specializing in keeping your distance and find the right opportunity to strike. The current Grand Maestro of this spear style is Priscilla Degrand

The Calixte Family: The Calixte's are known for their dual-bladed short sword style, specializing in debilitating the enemy with poison-laced blades or daggers and quickly slashing weak points in the enemies defense. The current Grand Maestro of this dual-blade style is Celes Calixte

The Fusilier Family: The Fusilier's are known for a specific practice of magic based around conjuring weapons, they specialize in tactically thinking about which weapon works best for the given situation. The current Grand Maestro of this magic style is Fredric Fusilier.

-- Original credit to Zufaix, though they are no longer active in the RP.

Tir Na Nog
"Tír na nÓg is an isolated country of Witches, Druids and many species of Fae. Nature plays a huge role in this isolated country and mana is more than abundant with a mass of leylines flowing through the country almost like rivers would in any other... One should also note that Rathúnas is actually the only city, or village for that matter, in Tír na nÓg. The vast majority of the country is in fact forest and or overgrown grottos/mountain zones. With such an emphasis on protecting the natural order and nature itself, this is actually by design."

-- Original credit to Uasal, though they are no longer active in the RP.

The Pirate Lords and Queen
The Pirate Lords are the strongest of the crews on the ocean. They are known for possessing unique artifacts and nigh unsinkable ships on top of their already formidable powers. Confrontation with any of them is ill-advised, if the bounty on their heads wasn't indication enough.

The Current Pirate Lords and Queen are:
Lord of the Dead: Wyck Allister​
Voice of the Sea: Melina Soralis​
The Collector: Amelia Avos​
Duke of Afflictions: Cynric Arc​
Lord of Storms: Alric Sunder​
The Queen: Lyra Enren​

Credit to Key of Stars - More info TBA

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Maps made by me using Inkarnate.

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Anyone is welcome to add new lore posts. It can be in the form of character sheets for NPCs, general explanations of a place or oganisation, or anything that adds to the world really. Just make sure it follows the rules.

If you're unsure of where a place or person might fit into the lore I am always happy to discuss. Questions are welcome in OOC or private convo.

Have fun creating!​
Rules
  1. RESPECT THE LORE.
    - Specifically, the histories and explanations people create throughout the RP.
    - If someone is still active try not to change things without first discussing it with them.
    - If it's lore created by a former player, creative liberties are allowed in building upon it.
  2. No modern technology, though magic equivalents may be allowed.
  3. Main characters are to be a part of the Expeditionary Force or otherwise intending to participate (eg as part of another house).
    - Cannon fodder enemies / random NPCs are fine.
    - Antagonists are allowed for storyline purposes.
  4. Race Limitations
    - No fandom characters or historic figures.
    - No gods or named beings from religious texts.
    - No sci-fi extra-terrestrials.
  5. There is no post order, unless players wish to implement one.
  6. At least a paragraph per post; no one-liners.
  7. Common RP courtesies and Nation rules apply.
 
The Pirate Lords and Queen

Map of current Territories
World map territories.jpg

Pirate Queen's Faction

The Queen, Lyra Enren

Lyra Enren.jpg

Race: Elf

Pirate Alias: The Queen

Rank: Pirate Queen

Affinity: Spirit | Gold

Attribute Points: 2500

Strength: 400

Magic: 1100

Agility: 400

Dexterity: 0

Constitution: 300

Fortitude: 300

Allegiance: Pirate Queen’s Faction

Bounty: 20000

An elf born into poverty. Lyra quickly learned that money is synonymous with power when she witnessed the crimes the human nobility committed against her race without consequences. No matter how horrible the crime, money could always buy freedom.

She gained her initial bounty before becoming a pirate by robbing all attendees to a royal gala and using her magic combined with her newly stolen fortune to break into the palace vault before making a flashy escape.

Despite her past experiences the current queen of pirates rarely kills anyone aside from her worst enemies. She will however take the gold from anyone she comes across and add it to her already immense fortune. Her fortune combined with her ability to control all gold she’s touched at least once in a 100-meter radius allows her to fight back against even an army by herself.

She tried to swiftly deal with the Duke of Afflictions at the start of the war, but the newly combined forces of the Duke and Lord of the Dead forced her to temporarily retreat. She joined up with the Collector and has been fighting non-stop battles ever since. Not only that, the steadily increasing efforts of the nations surrounding the sea against pirates and the Lord of Storms’ passive attitude are all causes of concern for the Queen.

The Golden Dream

An 80-meter-long vessel made of pure gold kept afloat and propelled forward purely by the queen’s own magic. Stepping foot on the ship as an enemy of the queen is virtually the same as committing suicide. As a more perfect environment for the queen to fight in doesn’t exist. The crew of the golden dream is treated well, and all follow the queen out of free will.

The queen has no permanent weapons, but she often creates spears, swords and axes out of gold during fights, either to wield herself or to control mentally. When fighting in the vicinity of the golden dream she often opts to trap the enemy in a coffin of gold or to assault the enemy with golden spikes from every side instead.

The Pirate Queen's Crew

'Blazing' Beck.jpg

Race: Human

Affinity Fire (Red) | Provocation (Mind)

Attribute points: 600
Strength: 100
Magic: 250
Agility: 100
Dexterity: 0
Constitution: 100
Fortitude: 50

The first human in the pirate queen’s crew. Beck thinks of Alyssa as a younger sister and he believes he brings out the best in the often stoic girl. The rest of the crew, on the flip side, would argue that worst is a better description. When she’s together with Beck, Alyssa changes from a calm, calculated and well-behaved girl to a mischievous, brash and increasingly foul-mouthed prankster. It has always been that way from the time when Alyssa was no older than 10.

Lyra, for her part, doesn’t seem to mind her daughter’s change in attitude around the first mate. Though she disciplines both her daughter and stubborn first mate when she believes the pair has gone too far, and often assigns them small meaningful tasks to keep them busy, she otherwise just lets the two of them do what they want. In fact, the Queen just seems glad her daughter has a friend she can let loose with. But she has expressed her hope that her daughter might one day actually become friends with someone her age, instead of someone 11 years older.

Beck, to his credit, when not busy entertaining his self-proclaimed little sister, is an excellent first mate. Charismatic, unyielding yet flexible, selfless and possessing intelligence at least somewhat beyond that of a rock, there is not a single crewmember who actually doesn’t like Beck. Though they all grumble extensively about his jokes and jabs. On top of that the man is an excellent fighter with both his strong fire and provocation magic. The latter of which he often uses as an excuse for his extremely foul mouth, claiming he needs to stay in character at all times to avoid ‘losing his touch’.

Should someone feel inclined to call the man out on it, they should be prepared to face an onslaught of ‘dogshit’ and ‘shit for brains’.

Emlyn.png

Race: Vampire

Affinity: Body | Blood

Attribute points: 300
Strength: 25
Magic: 75
Agility: 75
Dexterity: 50
Constitution: 50
Fortitude: 25

The Golden Dream’s ship doctor as well as one of its main combatants. Liam is an expert in all things medicine and anatomy. His magic is rarely ever useful during his work outside of combat, though it does allow him to conduct risky blood transfusions with far less risk.

He’s Beck’s main target and the two of them are constantly at odds. He cares about Alyssa a lot, leading to him insisting the Pirate Queen’s daughter come to him for medical check-ups almost twice as often as the remainder of the crew. That said, he does believe Beck is a terrible influence on the girl and always makes sure to enjoy every moment when Beck is away on a mission.

Outside of combat, Liam is an intelligent, calculated, somewhat overly cautious gentleman with the remarkable ability to stay calm no matter the situation, provided Beck is not involved. However, in combat, Liam is a ruthless killer ripping through his enemies with his conjured claws, wrapped in a cloak of blood.

There is not a person on the ship who wouldn’t trust the man with their life should it come to that.

Cattleya.png

Race: Human

Affinity: Light | Hypnosis (Mind)

Attribute points: 300
Strength: -20
Magic: 200
Agility: 0
Dexterity: 10
Constitution: 40
Fortitude: 70

The Golden Dream’s cartographer, navigator and main informant. Before joining up with the Pirate Queen Cassandra was known as one of the underworld’s most knowledgeable informants and psychiatrists, rumored to sell your every weakness back to you for a fee.

Nowadays, on the Golden Dream, she is in charge of everything navigation and the mental well-being of those in its crew. Many of the members of the crew are rather terrified of Cassandra and her magic, aware that the woman is able to rewrite their entire lives to suit her own needs if one opens their mind to her entirely. Alyssa herself has said she would much rather face the anger of her mother than the anger of Cassandra.

Though that may be the case, Cassandra has no intention of ever selling out her crew, of which she now thinks as her family. But to actually hear her say as much is an event so rare that it makes one wonder if the woman has occasionally used her magic to erase the memory from those that heard her say it.

Graft.jpg

Race: Elf

Affinity: Body | Fog

Attribute points: 400
Strength: 120
Magic: 50
Agility: 120
Dexterity: 30
Constitution: 50
Fortitude: 30

The Golden Dream’s weapons master. He has a reputation for being a little crazy. Among the pirates in the Pirate Queen’s crew he is the one with the most blood on his hands. He’s mellowed out significantly in his years on the Golden Dream but his favored solution for any situation is still, first and foremost, violence.

He makes sure every member of the crew has a suitable and well-maintained weapon. Similarly, he helped Alyssa decide on the forms of the several weapons she creates and wields using her silver.

He usually wields a rather large scythe in combat, earning him his nickname. His use of magic to obscure other’s vision combined with his magically enhanced muscles are enough to make him a force to be reckoned with even on his own.

The Collector, Amelia Avos

Amelia Avos.jpg

Race: Human

Pirate Alias: The Collector

Rank: Pirate Lord

Affinity: None

Attribute points: 1600

Strength: 300

Magic: 0

Agility: 600

Dexterity: 300

Constitution: 100

Fortitude: 300

Allegiance: Pirate Queen’s Faction

Bounty: 16000

Having been born without a single affinity Amelia faced bullying throughout the entirety of her youth. Things changed when she stumbled upon a harmless magical artifact and discovered she could actually use it. Over the years, Amelia discovered that her raw mana supply was rather impressive and the magical artifacts she went after became increasingly more powerful and dangerous.

She gained her initial bounty by breaking into the heavily guarded artifact storeroom of a major church and making away with all the magical artifacts inside.

Amelia’s goal has remained the same over the years even after rising to the position of pirate lord. Collecting as many of the powerful magical artifacts of the world as possible and storing them on her giant ship. Though if the opportunity to dispatch Cynric arises she would gladly take it. Amelia is currently the richest of the pirate lords, in terms of value Heaven’s Vault contains a collection of artifacts that are worth as much as an entire city. However, Amelia has no intention of selling even one of her artifacts.

She joined up with the Pirate Queen at the start of the war out of hatred for Cynric and a necessity to survive with her territory being the easiest to take over for the newly combined forces of the Duke and Lord of the Dead. She’s been fighting heavily in the north to keep her sole route to the Pirate Queen from being taken.

Heaven’s Vault

An enormous iron vessel kept afloat by a powerful magical artifact. The ship is moved by two giant cogs on either side powered by a magical steam engine. The ship is said to be the most secure location on the planet, even safer than the headquarters of the governments and the palaces of kings. On top of its unbreakable security, it boasts an impressive firepower to protect the collections of artifacts inside. The ship is regarded as one of the strongest in the world, second only to The Golden Dream of the pirate queen herself.

(Only the artifacts and weapons Amelia always carries with her and the strongest artifact in her possession are described. The items she carries with her are among the weaker she has in her possession, but they all have manageable or no side-effects.)

Blade of Decay: A curved long sword that decays everything it stabs.

Barrier Bracers: A set of bracers able to form illusory round shield at the user’s wrists, the smaller the shield the more force it can withstand.

Visionary’s Eyepatch: An eyepatch that shows its users the main structural weak point of whatever object they’re looking at.

Lie: An earring that allows the user to change their appearance completely as long as a continuous stream of mana is kept up. Amplifies the user’s emotions so caution while using it is required.

Apothecary’s ring: A ring that heals minor wounds and minor afflictions. The user becomes more susceptible to disease for an hour after use.

Die of Fate: A six-sided die that uncontrollably affects its user’s luck. The higher the number it rolls the better the user’s luck, but low numbers will cause unavoidable harm. The die cannot be controlled and is capable of rolling itself, so it is kept in the most secure part of Heaven’s Vault in an airtight box giving it no space to roll.

Duke of Afflictions' Faction

Duke of Affliction, Cynric Arc

Cynric Arc.jpg

Race: Human

Pirate Alias: Duke of Afflictions

Rank: Pirate Lord

Affinity: Dark | Disease

Attribute points: 1800

Strength: 0

Magic: 1300

Agility: 0

Dexterity: 0

Constitution: 250

Fortitude: 250

Allegiance: Duke of Afflictions’ Faction

Bounty: 18000

A young man who, through discovering his aptitude in magic early in life, gained a striking superiority complex. He believes those that are weak are nothing more than worms that should either be under his control or cease to exist completely.

He gained his initial bounty by wiping his entire hometown off the map, dispatching its residents with a combination of dark magic and diseases.

As the second strongest among the pirate lords the current captain of ‘The Black Death’ has a strong ambition to take over the seas and control or erase all its coastal cities and towns. However, the existence of the Lord of Storms and Pirate Queen, much to his never-ending irritation, forced him to stay somewhat in line.

That is, until after the Lord of the Dead’s crushing defeat on the Sacred Isles. Cynric not only quickly assimilated Wyck’s territory into his own but also dealt the still recuperating Wyck a devastating blow by taking his ring. Without it, the Lord of the Dead had no choice but to fall in line and comply with Cynric’s demands, having been demoted from a pirate lord to little more than a lap dog. Together the Duke of Afflictions and Lord of the Dead took over the Voice of the Sea’s territory as well. As it currently stands, Cynric is no longer afraid of confrontation with the Pirate Queen, actively seeking confrontation himself in order to end the war in a single move. While the Duke knows he still can’t defeat the Queen on his own, using Wyck as a shield opens entirely new possibilities.

The Black Death

A large sized vessel painted in the darkest black imaginable, its lanterns cast a greyish shade of dark fire. The large windows of its captain quarters are made of white and grey stained glass. The ship is run by Cynric’s servants who all work for him out of fear rather than loyalty. The ship harbours not a single speck of dust due to the Duke of Afflictions rather ironic dislike for uncleanliness. There is nothing magical about the ship.

Cynric has no interest in magical items, no matter how powerful. This is one of the reasons his relationship with The Collector and her ‘Trinkets’ as he calls them is the worst out of all the pirate lords.

Cobalt Lunar Ring (Taken from Wyck): A ring that simulates the effect of the full moon in an area of around 5 metres when worn. It slowly freezes the wearers blood when worn so keeping an eye on one’s condition at all times is advised when wearing it.

Lord of the Dead Cynric's Lap Dog, Wyck Allister

Wyck Allister new.png

Race: Undead/Zombie

Pirate Alias: Lord of the Dead Cynric’s Lap Dog

Rank: Pirate Lord

Affinity: Body | Decay

Attribute Points: 1150 (1800 Full moon)

Strength: 400 (800)

Magic: 100

Agility: 250 (500)

Dexterity: 0

Constitution: 400

Fortitude: 0

Allegiance: Duke of Afflictions’ Faction

Bounty: 10000

A thief from a small town who got caught up in a clash between two powerhouses far above his level, as a result he ended up dying and got turned into an undead. He quickly realized that his new body was extremely durable and even normally lethal attacks were ineffective as long as his brain was still intact. During the full moon his physical power increases twofold but he will crave warm blood, along with this craving he experiences a pain that’s so severe that, unless he gives up self-control, will make him lose his ability to fight.

He got his first bounty after a series of raids on small coastal villages and a bigger raid on a rich artificer where he made away with only a single artifact.

Though not the sharpest, he isn’t unintelligent under normal circumstances but the fact that he must give up self-control and rational thought whenever he fights under the full moon has earned him the reputation of a brainless monster.

After his humiliating defeat at the Sacred Isles Wyck was swiftly defeated again by Cynric, who took his ring and forced Wyck to serve under him using his dark magic. Wyck would truthfully much rather kill himself than serve under Cynric but the Duke of Afflictions has made even that impossible.

The Final Tomb

A ship that, despite its broken hull and ripped sails, manages to both stay afloat and sail around. How exactly the ship stays afloat isn’t known but the most widely accepted explanation is that it’s cursed to always stay afloat, never allowing those on board the release of death by sinking to the bottom of the ocean no matter what sort of hell breaks out on the ship. It is operated by Wyck’s crew, a group of about twenty other undead.

He used to be in possession of the Cobalt Lunar Ring but it was taken by Cynric.

Independent Lords

Voice of the Sea, Melina Soralis

Melina Soralis new.jpg

Race: Mermaid

Pirate Alias: Voice of the Sea

Rank: Pirate Lord

Affinity: Water | Voice

Attribute Points: 1400

Strength: 0

Magic: 800

Agility: 300

Dexterity: 0

Constitution: 100

Fortitude: 200

Allegiance: ?

Bounty: 13000

The seas have always been Melina’s home. She didn’t have much contact with other mermaids growing up, using her magic to talk to and befriend other sea creatures instead. She’s always had a strong desire to protect the sea and its creatures.

She gained her initial bounty after sinking an entire navy fleet over a dispute about throwing harmful substances into the water.

Despite her current position as one of the pirate lords Melina is a very peaceful person. She will never hurt anyone unprovoked and she will even help travelers on their way or guide them through storms. She is, however, very quick and easy to anger if anyone does something that she feels harms the ocean, which includes very minor things like fishing and throwing trash overboard. Her magic is very strong in heavily sea creature populated areas of the ocean but since Melina can only command the sea creatures who have agreed to cooperate with her its full potential is rarely reached.

Melina was caught by surprise at the start of the war and was forced to abandon her territory to the Duke and Lord of the dead. Her currently whereabouts are unknown, but it does not seem likely that the Voice of the Sea died in the war.

The Coral Palace

A sizeable palace built on the back of a giant shark, one of Melina’s closest friends. Constructed purely out of coral and shells and complete with ballroom and several guest rooms, the palace can comfortably host at least 20 people at a time. Anyone can stay at the coral palace if they want, Melina only asks that they respect the ocean and, if they’re human, to stay inside of the personal air bubble she creates for them with her magic.

Clear Water Lyre: A lyre that conveys its user’s emotions in great capacity when played. Its sound travels underwater without issue like in the open air.

Lord of Storms, Alric Sunder

Potential character 4.jpg

Race: Human

Pirate Alias: Lord of Storms

Rank: Pirate Lord

Affinity: Body | Weather

Attribute points: 2000

Strength: 400

Magic: 1000

Agility: 200

Dexterity: 0

Constitution: 200

Fortitude: 200

Allegiances: ?

Bounty: 19000 (Alive only)

Alric grew up idolizing his father, a high-ranking navy officer. After joining the navy himself Alric steadily rose to a high-ranking position of his own under the command of his father. When his father was transferred to another navy base and command was given over to another navy officer Alric and his new superior quickly got off on the wrong foot and soon after Alric was kicked out of the navy by his new superior on grounds of his unorthodox way of handling assignments. His father was outraged and tried to get the decision revoked but the higher-ups agreed with Alric’s new superior.

He gained his initial bounty by raiding the naval base he used to work at and sinking a naval fleet to make his escape.

Nowadays the captain of the Storm Caller is infamously known as the Lord of Storms and is regarded as the strongest of the pirate lords second only to the pirate queen herself. Rumors say that even the pirate queen would avoid a head-on confrontation with the Lord of Storms on the sea. The navy, now with his father as one of the leading figures, has tried to get him to return multiple times to no avail.

Alric hasn’t shown any interest in the war as a whole, not allying himself with either side. Even so, the few actions he has taken have seemed to be more in Cynric’s favor than the Queen’s. That said, the Lord of Storms likely has his own agenda entirely.

Storm Caller

A modified medium-sized navy ship. It’s entirely run by Alric on his own, using his weather magic to shield it from the elements and to move it forward.

Alric carries an expertly crafted silver cutlass and a set of two standard daggers.

Tortoise necklace: The necklace allows the user to withstand underwater pressure and breathe underwater for a period up to an hour.
 

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