Crew of the Dawn Breaker.

Currently reading:
Crew of the Dawn Breaker.

Lady Mysaria

Queen of the Damned
♔ Champion ♔
Challenge Champion
Local time
Today 8:42 AM
Messages
111
Age
27
Location
Lullaby Hill
Unfortunately I had to get rid of some of the images used... I had to reupload them all and it only lets me do ten total. I apologize to anyone who had uploaded more than one image...

Name: Charlize De La Cruz Adala

Race: Human

Age: 32

Appearance (Please feel free to use images):

Personality: Steadfast and fierce, Captain Adala is cool-headed and cunning when needed, but can be carefree and charismatic as well. She runs the Dawn Breaker with an ironclad fist but is also regarded as fair and just by those who serve aboard her ship. She has a sharp-tongue and doesn't hesitate to say what she is thinking when she is thinking it. She prefers to garner her crews' respect through her actions rather than her words and can be seen on deck helping with menial tasks when and if she has time. Her door is always open to anyone who wishes to share their ideas or reservations. But, be sure not to get on her bad side because hell hath no fury like the Captain when scorned.

Strengths: Accurate with post pistols and rifles, she is also renowned for her skills with a rapier. She is charismatic and approachable which makes her an easy captain to follow. She is also quite nimble and can get up and down the ship's rafters quicker than most. She is also incredibly cunning when it comes to sailing tactics and knowledge of the four great seas of Theratuza.

Weaknesses: She can be hot-tempered after a few drinks. She has a slight gambling addiction and can often be found below deck losing her crowns to the crew. She is occasionally known to be arrogant at times which sometimes gets her and her crew into sticky situations.

Background: Captain Adala's mother died from Blackrot when she was just a girl and she hardly remembers outside of a faded photo she keeps in a golden locket around her neck. She was raised by her father Damian De La Cruz Adala; a sea captain who served on the Endeavor. When Damian De La Cruz Adala was not chartered on the Endeavor he spent his time sailing the seas with his only daughter, teaching her all she could ever hope to learn about Theratuza and her great nations; but, more importantly, about the inner and outer workings of a ship and her crew. Charlize thrived in this life and loved the adventures that her father would take her on.

All of that changed when the Endeavor was chattered by a rich Duke to sail further East than any ship had ever gone; to find Lemuria. People had called Damian De La Cruz Adala a madman for thinking her could ever find the elusive land; many had tried and failed to return. But Damian wasn't one to shy away from a challenge and accepted the charter from the Duke.

Charlize had heard tales of Lemuria when she was a girl. An ancient and forgotten land full of riches and treasures beyond imagination. Her father had told her that Lemuria had once been home to a mysterious race of magic wielders known as the Taika...That they had hidden Lemuria from the Western world to keep its secrets safe by sinking it to the depths of the Caspirian sea...To the depths at the edge of the world where the four seas meet and spill into the cosmos. She had begged her father to bring her along on the voyage; it would be the greatest adventure of her lifetime. Sadly, she had only been thirteen at the time and her father had refused her pleas...Instead, entrusting his only daughter to the guidance and care of one Miss Deliah Tart - The headmistress of a prestigious school for young ladies.

It was hard for Charlize to say goodbye to her father and she had watched from the docks as the Endeavor disappeared into the horizon. The charter was given the deadline of two years to find a course through the Caspirian to the forgotten shores of Lemuria. At first, her father had been diligent about writing to Charlize whenever they would port in towns with proper postal services...But as the two years drew to their close she stopped receiving his letters. When the deadline had come and long since passed, with no word from the Endeavor, it was written on the front page of the daily paper that she had been lost at sea and surely the entire crew had perished.

Charlize felt like a part of her soul had died the day the city help funerals for all fifteen sailors that had set out for Lemuria two years ago. She had heard the whispers in the crowd: "Crazy Adala" they would chuckle. Or, "I heard he was a drunk and a scallywag, serves him right. What kind of man puts the lives of his crew at risk to chase a myth!" She couldn't bear to hear slander against her father and so she left the school and care of Delilah Tart and began working on the shipyards until she finally found a ship that would take her on. She needed to escape her hometown and the rumors that followed her.

As she got older, Charlize moved away from more honest work and served on pirate vessels. It was through these dark deeds that she was able to acquire enough wealth to purchase her own ship which she named the Dawn Breaker... It had been her father's dream and she had made it a reality for him. But, something else drove her to captain her own ship. She wanted to prove all those who had doubted her father wrong and she had finally found it....Exactly what she needed to be the first to charter a course to the throat of the world; to Lemuria.

Experience (are ye a well-salted sailor or are ye a greenie?): Her father was a sailor, so she was practically raised on a ship. She is more comfortable on the ocean than she ever will be on land.

Requested Position aboard the Dawn Breaker: Captain
Name: Ysgra Sunderhand

Race: Halfling

Age: 28

Appearance:

Personality: Ysgra's pirating days ended long ago, but her mannerisms haven't cleaned up in the slightest. She's coarse, even brutish at times, and feels no remorse for any of the things she says in the heat of pressure on board the Dawn Breaker. Her role of quartermaster, while on board, wholly takes up her character out of loyalty to her captain, and the promise that put in nothing but her hardest work. Outside of her job, she boasts an ogreish sort of charm one might find in a grizzled, old fisherman, full of laughs that are a little too loud and jokes that a proper lady ought not tell.

Strengths: She has a natural gift when it comes to barking orders, but lacks the softer skills that entail being a good captain. Good thing about her short supply of politeness, though, means it's genuine when it slips out.

Weaknesses: Unlike many of her kind, Ysgra is largely inept when it comes to working with her hands. The almost inherent craftsmanship that most halflings are born with must've rubbed off with a few too many dips in the ocean. Of course, some might consider her lack of manners a weakness, too, but she disagrees.

Background: Ysgra's first time across the ocean was with her parents, as a newborn. Her mother and father, merchants whose names she never got to learn, carried payment back to their homeland after the successful delivery of a plantation's sugar refining equipment. A small fortune, even to their already substantial coffers, given to them by a men they wrongly chose to confide in.

A gang of pirates who fancied themselves mercenaries accepted the businessman's proposal, to hunt down the money he'd just paid and give them a fraction as payment. As it happened, he never lived to see the money again, and Ysgra's parents certainly never lived to spend any of it themselves. In dead calm waters, the ship was beset at all sides by ragged buccaneers, who made quick work of brutally dispatching the halflings and their small crew. The pirates hauled their loot aboard to deliver to their captain, but brought him more than gold. Deciding it would be in his best interest to take the baby girl as his ward, to mold them into a sailor as fierce as themselves, the captain raised her as his own. For the next several years, she was seldom taken off their ship, and saw more violence than any child should've been exposed to at her age.

In time, she grew to be as coarse as her adoptive father. His strong, commanding voice became her own, and Ysgra found she had the gumption to act as his quartermaster, too. After spending many of her teen years leading directly beneath him, however, the captain began to grow remorseful in his older age. Remorseful enough that he found himself admitting to many of his youthful transgressions, including what he'd done to Ysgra's parents, and the fact that she and the captain weren't really family. It earned him a round-ball in the forehead, and her the infamy of several pirate gangs in Theratuza.

Experience: Ysgra's more at home on the sea than on land, to the point that she can't sleep well without the gentle sway of the ocean.

Requested Position aboard the Dawn Breaker: Quartermaster
Name: Thomas (Tooma) Fletcher
Race: Human
Age: 34
Appearance:
Thomas stands at about 6'4" with a strong build He's a large man with light to medium brown hair and while he tries to keep himself clean shaven he often sports a few days growth. He has blue eyes.
Personality: Thomas can seem like a gentle giant at times, though when angered it's best to give him a wide berth. He's kind and soft spoken, though he's otherwise the quiet type, preferring to keep to himself around people he's not very familiar with. Of course once he gets to know a band or crew he's quick to open up and he develops strong bonds of loyalty and friendship, things that have burned him in the past, having served with pirates and all. While Thomas loves plunder and riches he does not let greed and avarice guide his actions, in fact, he's been known (or not known) to make large anonymous donations to charities and orphanages when at port (which explains why he always seems to be broke).

Strengths: Competent sailor, skilled combatant and fair marksman, heavy drinker, man of action, strong swimmer, educated
Weaknesses: Lacks diplomatic skills, non-committal, often speaks out of turn and often before he thinks. Prone to violence when pressed, heavy drinker, poor manners

Background: Thomas, or Tooma as he prefers to go by, was born to a Noble family, but as a teenager he was prone causing trouble. It was no surprise that when he turned 20 he was cast out by his father, who had nothing but hate and disdain for his troublemaking son. With few avenues open to him, Thomas became an outlaw. When his outlaw band was apprehended by the law he escaped and found his way to a port city. Still being pursued by the law he quickly hired on as a sailor. He has served on many types of vessels throughout the years and has so far preferred not to remain in one place for too long lest his past catch up to him.

Experience: Thomas was a bandit/outlaw from age 20 to 24, where he learned how to fight, some woodcraft/survival skills and how to ride horses. After a year on the run he got work as a ship hand, a role he took to very well. He's spent the past 10 years or so working on board seafaring vessels of all types, as a sailor or a pirate, as the case may be…
Requested Position aboard the Dawn Breaker: Crewman/Marine
Name: Saris & Sorin Conend (Sari and Sori respectively or collectively 'The Twins')

Race: Halfling

Age: 24 (Sorin is older by five minutes)

Appearance (Please feel free to use images):


Personality: Sari is a flighty bundle of energy. Getting her to sit still or keep quiet is a feat almost worthy of its own legends. Her curious nature and rambunctious attitude when coupled with a bright grin has gotten her out of more problems than one might expect. Especially if you consider her rather sticky fingers...
Sari finds ways to befriend everyone she comes in contact with, it's just not in her nature to be suspicious of others intentions leading perhaps to something of a naive nature. Though with her boundless energy she is usually gone before any can enact anything too awful. All that energy too has lead her talents and skills up into the rigging and she has more than claimed her spot in the crows nest where the diminutive girl can feel taller than anyone.

Sorin is almost the opposite of his sister, while she is a bundle of energy and emotion he keeps his cards far closer to his chest. One could call him cold at times in how he addresses others, but never should anyone doubt his loyalty first to his sister than second to his friends.

His quiet nature is part from his desire to think things through, his words always selected with care. And part because he doesn't know how to interact well with others as his sister always dove headfirst into such things. You'd be hard pressed to find someone better suited to listening and offering advice.

Though it isn't hard to turn the clever and quiet Sorin into a shy blushing mess given the right attention or the right views from the female crew members. A sore spot his sister loves to tease him about and he will adamantly deny to his last breath.

Strengths:
Sari: Sari is dexterous and quick. For her small stature she can climb from the deck up to the highest point in a surprisingly short time. Charming, easy to trust her innocent smile.

Sori: Sorin is smart, his mind never stops working and if given enough time he can come up with a strategy or some key piece of advice to help friend or crew through whatever might trouble them.
Weaknesses:
Sari: Reckless, a natural born kleptomaniac she is always 'finding' odds and ends that she shouldn't be laying hands on. Impulsive by nature she is prone to rash action or speaking without a filter at the cost to those around her.

Sorin: Sori is weak when it comes to his sister. Protective and viewing himself as responsible for her actions he forces himself to clean up after her mistakes and problems. He doesn't know how to have long conversations with people or really explain his own feelings to others.
Background: The Twins grew up on the streets. Their earliest memories didn't have anything one would consider parents. Their entire lives have been nothing but them against the world. From a young age Sorin has tried to take care of his sister while letting her free to do as she wanted.

As they grew older habits became the norm, Sari stole to keep them alive, and Sorin spent his time working or learning. As the law slowly started to crack down on thieves and beggars the twins had no choice but to leave. At Saris insistence they joined the crew of the Dawn Breaker, heedless of Sorins reservations.

Experience (are ye a well-salted sailor or are ye a greenie?): Both are rather green though both have taken different places on the ship. Saris has taken a liking to the rigging, Sorin preferring the deck and the many tasks there.

Requested Position aboard the Dawn Breaker: Crewmembers both of them.
Name: Xeno Lysander

Race: Human

Age
: 34

Appearance
:

Personality: Xeno is a charming, wise, eloquent man with an itch for adventure.

Strengths
: Intelligent, focused, resilient, humorous, and self-reliant.

Weaknesses
: Naive, novice-sailor, selfish, non-violent (possible con for this situation), uptight...and a bit of a smartass.

Background
: Born and raised in Tharbrough, a small town neighboring Kaazar, Xeno's upbringing was a tad rocky- having a barmaid as a mother and a disappointing drunk of a father. Since his parent would arrive home injured and needing medical aid (and lacking funds to treat them), he took it upon himself to care for the various wounds. From there, he continued his studies and pursued medicine as his life's calling. However, after the recent death of his father, he feels no purpose in his current life. With a rather mundane and predictable existence to date, he heard rumors of an upcoming voyage to Lemuria- and so, he vowed to pursue a new life of risk and adventure.

Experience
: Although well-versed in medicine and the like, Xeno has only read about long, arduous journeys of the sea. Never aboard a ship in his thirty-four years, he is unsure of how to be a proper crew member.

Position aboard the Dawn Breaker
: Surgeon/Medic
Name: Eliria Prince

Race: Human

Age: 27

Appearance:

Personality: Outwardly, Eliria is playful and carefree. She has a confident charm that might be cocky if she wasn't so endearing. She can be a bit harsh, but is very talkative and is almost always trying to have fun. She rarely takes anything seriously, except for her job. Sometimes. However, despite her carefree nature she is very intelligent and quite cunning.

Eliria has strange morals but a strong sense of loyalty. If you show her that you are worth it, she will have your back until the end of time. She is loud and sarcastic, a bit of a smart ass but she means well. She is a rough and tumble girl with a strong thirst for adventure and a recklessness that gets her in trouble. She is known to be stubborn and abrasive, but is fairly personable due to the many types of people she has met through her travels. She is sarcastic to the core, but never judgmental.

The more you learn about Eliria, the less you realize you know. She is an enigma of a sailor, beautiful, talented, and angry. She uses a brutal type of honesty to deflect from the true pain she has experienced during her lifetime, and can laugh almost anything off.

Strengths: Quick with her hands and very agile. Knowledgeable about all weapons: their use, their history, how to assemble them, and the types of injury they cause. Great eyesight.

Weaknesses: Poor hearing. Aggressive and prone to violence. Swears all the time. Can't shut up. No self-preservation.

Background: Eliria has pirate in her blood. Born to the fourth of her father's many whores, Eliria was raised by her father, Captian Caspian Prince, and her two older brothers, Regis and Aries. Shortly after her birth, her mother was set free, or more accurately, discarded, but Eliria became the apple of her father's eye. Caspian was from a long line of sailors, and officially, the job of their ship was the cart imports and exports between kingdoms. It was not too glamorous, but it paid the bills. However, Caspian and his crew were known to be greedy, and when they could, they would pillage little seaside villages, and took whatever they pleased.

She spent most of her childhood at sea, except for the few times when she and her brothers were sent to school to learnt to read and write. But even though she liked learning, Eli longed for the sea. During their stays on land, she was constantly getting into trouble, having to be pulled out of fights by a yelling Regis or an upset Aries.

In her teenage years, it became clear that Eliria was the marksman among then, with quick hands and deadly aim. Her father taught her each weapon with care, and she learned quickly, soaking all of the material up. Regis was the navigator, sharp eyes and sharp mind, and gentle and intuitive Aries handled their communications and other logistical needs. By the time she was 18, her, Regis, Aries and their father were their own four person crew, strong enough and brave enough to man their own small ship. The slowly got rid of the rest of the crew.

They continued this for years, roaming the country and doing as they pleased, taking jobs only when needed the money. But one, dark night, they ran into something terrifying, a giant monster with 10 large tentacles, each longer then their ship and nearly as wide. A storm had blown them into its lair. Her father set fire to the ship so they could see as it attacked, but it was no use, the weapons Eliria had were useless against it. The ship burned, and Eli and Aries stumbled to the life boat and were washed away, but Caspian and Regis perished.

The brother and sister barely made it back to land alive, and when they did, they hardly had anything to their name. Aries and Eliria quickly learned that the way they had lived on their ship would not work for them on land. It was easy for Aries, who had always had a soft soul and a gentle demeanor, but Eliria struggled. She missed being a pirate. While Aries got odd jobs, Eliria stole whatever she could and then drank the money away.

For the first time, Eliria felt like the sea had betrayed her. Full of grief and anger, her and Aries were at constant odds until she packed up her stuff and left the small inn where they had been staying. With little money left, Eliria hitchhiked to the nearest port, desperate for the feeling of salt water on her skin. That was when she arrived in Kazaar. She saw Captain Adala's note and knew that this was a quest for her, longing for the sea after being grounded on land for nearly three years.

Experience: Eliria had her sea legs before her land legs, but she is pretty good, however, remember she is still young

Requested Position aboard the Dawn Breaker: Gunner
Name: Marama Ruwhi
Race: Taika
Age: 107
Appearance: (Please feel free to use images):

Personality:
Marama is a very old young woman. She's passionate, with a heart full of fire, but has learned to keep her mouth shut over the last century. Keeping her mouth shut doesn't mean her feelings don't show rather evidently on her face, or that her emotions don't sometimes run away with her, but she at least attempts to practice stoicism. She's smart, and thoughtful, but impulsive, and has no mind to devote herself to mastering a field of study, a talent, a devotion. The only thing that's come close is navigation, the study of the winds, the stars, and the semi-mystical forces at work in Theratuza, such as those that guide the compass needle. In this, it helps that she's got the Taika spark of magic, and feels, very physically, the forces at work in the world around her. It's lent her a tendency to consider the unseen, and think of emotions and thoughts and intentions in a more material sense. She's thoughtful, but distractable, and while she isn't the sort to daydream, she can fall victim to overthinking, and getting lost in her own thoughts at best, and acting with abandon at worst. She's also a little overconfident ... or jaded ... it's hard to place on the scale. She often believes her idea the best, if only for being the most immediate, and isn't afraid to act on her own if she thinks it will make a point. She's also, despite her nature, attempting to keep a low profile, and distance herself from her crew mates, for fear of being discovered. Not being able to bond with anyone, share her strong emotions and opinions, has led to a sense of alienation and frustration, and she can get ... moody in social situations.
Strengths: Marama needs only a few tools to determine where on the planet she is, an invaluable tool at sea. She's read a lot about the sea, about ships and sailing, even if she's never had the opportunity to put her skills to use. She's naturally agile, with good hand-eye coordination, lending itself to her skill with a pistol, even if she's only had experience waiving it around in would-be-self-defence. She's also in good health, even if she's on the small side.
Weaknesses: Marama can be headstrong, and a lone wolf, in addition to the fact that she's got no combat experience beyond firing a ball off to intimidate pursuers or scare off wolves. She's also never set foot on a ship, as much theoretical knowledge about them and the sea as she possesses.
Background: Mara was born in the north, in the secluded and secretive settlement of the Taika. Youngest of three, she was always close with her sisters, even if she spent her life in their combined shadows. Her eldest sister was a mage of some renown, while her middle sister was famed for her skill with a blade ... at least, among the Taika. Mara, disinterested in devoting herself to anything, spent her youth dabbling, being lectured about discipline by her mother, her teachers, her peers. She didn't want to be a blade, a tool, a master of one thing and nothing else, a pearl doomed to the bottom of the sea, like their long-lost home. What was the point of being a great mage if you weren't going to go out and make a difference ... of being a great fighter if you were just going to stay home protecting the door.

It was in her adolescence that she began to dream of leaving ... or, more aptly, that her childhood dreams of adventures in the wide world turned into something she could put effort behind. Lemuria was sunken beneath the waves, lost to the world above. So, how does one find something lost? One starts by finding oneself. Cartography, astronomy, meteorology, the sciences of navigation became something of a hobby for a girl still too impulsive for a true purpose. She practised getting herself lost in the mountains, in the forests, guiding herself home using the sun, the stars, the world around her. At the same time, she began to learn, as far as she could, what struggles a woman would face in the outside world, how to overcome. Combat seemed ... daunting, even when her sisters tried to teach her, though she was a fine shot with a bow. Survivalism was probably her least favourite subject, though she did love the feeling of running through the mountains, nothing but the future ahead of her. By the time a century had rolled around, she had deemed herself ready ... or, at least, had decided she wasn't going to wait any longer. Informing her family of her intentions, she was met with vehement protest from her mother and eldest sister, while her middle sister thought it a grand, if hilarious idea.

Regardless of protests, no one did anything to stop her from leaving, and in the end wished her luck via a small note and a number of provisions. It only took a small settlement or two for her to figure out she needed to hide her ears, dress more subtly, dampen her presence to avoid attention, and learn to keep her lips sealed. The abundance of men and the absence of magic, the presence of ne'er-do-wells, and the sheer number of people were all major adjustments, but she survived the first year, slowly making her way west across the continent, toward the coast. She'd just seen the first of the ocean on the horizon, stopped in a small town for the night when she caught sight of the notice.

It must have been fate. She was on the road to Kazaar within the hour, the notice clutched in her hand, having arranged to ride along with a merchant bound for the same area.

Experience: With Navigation, yes, with sailing ... theoretically.
Requested Position aboard the Dawn Breaker: Navigator
Name: Tiberius Ndiya
AKA TB or Tibby

Race: Mau

Age: 22

Appearance (Please feel free to use images):


Personality: TB on first glance is stoic and a rough around the edges. Being a Mau has given him a tough outer-shell but being the 'runt of the litter' has kept him lean. He has a good sense of humor when it comes to almost everything and has a huge soft spot for his mother. He's a bit hard to get close to, as he has a lot of walls to break down, and he doesn't like to let people too close so he doesn't end up getting hurt.

Strengths: He has a strong sense of smell which not only aids in tracking but in the kitchen as well. He is slender, agile, and well trained in hand-to-hand combat which also means he's quick on his feet and able to be sneaky when the need arises. TB also posses a heightened sense of hearing and the ability to wield a war hammer. TB is also a quick learner, making him easily teachable.

Weaknesses: TB can be absent minded and get lost in thought. He is also a little goofy, which while not inherently a weakness can get him into trouble. Tiberius has harbored a lot of negative feelings towards his father, making him very resistant, and sometimes combative, to most male authority figures. Being new to sailing also doesn't give him much of an advantage at sea.

Background: Tiberius came from a fine family tree, in his blood ran that of great warriors, which they took great pride in. His father was a large, burly male with claws bigger than the faces of most human men. He had seen many battles in his time and witnessed acres of his homeland robbed and pillaged, making him a harsh and tough figure. His mother, while smaller in stature was equally as tough but had a more lithe, agile frame. She, too, had lived through many of the same losses as TB's father. Joined together in their pain and shared want to keep their bloodlines alive, his parents had a family of four. Tiberius was the youngest and smallest of his siblings. Before him there are his eldest brother and two middle sisters; Maximus, Saura, and Kiani, respectively.

Maximus followed closely in his father's footsteps, he was strong, mean, and highly skilled at fighting, making him proud though he didn't show it often. Saura was right on Maximus' heels, in both age and ability. They were constantly trying to outdo one another. Kiani came a few years after and while she lacked in natural ability she didn't come with a lack of effort. They all craved the approval of their father, the patriarch of the proud Ndiya Clan. Lastly, Tiberius was born. He was much leaner than his siblings and while he showed proficiency in combat, his lack of interest caught his father's eye.

Throughout his early years, TB's father pushed him hard. He was determined to make his youngest son a great warrior like his other children. TB went through grueling daily training, mostly that of hand-to-hand combat, but he also became pretty familiar with a war hammer. Not only did Tiberius have to face off against his older brother during training, who held no restraint as he was constantly trying to impress their father, TB had to prove he could handle someone of his father's stature as well. Sometimes he would train so long that by the end of the day every muscle in hi body would be sore and stiff.

This went on for years, TB's father never satisfied with his youngest's progress. His mother, however, saw the pain behind her boy's eyes. When she could she would steal him away to the kitchen with her, sing him the songs of their people and tend to his wounds. It was these moments with her that he cherished the most. One morning, while his mother was gingerly washing a cut on TB's forehead, she whispered to him something that would change his life forever. There was a ship departing from the port that night, sailing over to a different land away from his domineering father. Tiberius knew it was his only chance to get away but it pained him greatly to leave his mother. She looked at him with sad, loving eyes and kissed him gingerly on the forehead before handing him a knapsack she had stashed that was already packed with fresh rolls and a half roast, "For you journey," she whispered, planting another kiss on his forehead, "Now go, collect your things." TB's heart ached as his mother smiled wistfully at him, but he knew it was his only opportunity.

So that night, after having gone through his daily routine, giving no indication to his father or siblings of the plan his mother had concocted for him, Tiberius fled his home and the only family he's ever known. Armed with his war hammer, the knapsack his mother packed, and a few other essentials, Tiberius stole away in the middle of the night and boarded the ship that would take him to a new life.

Experience (are ye a well-salted sailor or are ye a greenie?): TB is about as green as they come. The only time he's spent aboard a ship was on his departure from his home in the Southern Isles to Kaazar, a voyage in which he was only a passenger.

Requested Position aboard the Dawn Breaker: Cook
Name: Brahman "Ramma" Ahtani

Race: Mau

Age: 25

Appearance (Please feel free to use images):

Personality: Ramma is true to the Mau nature due to the way he was raised. He is tough, ready for a fight, and courageous. If he isn't the one starting the fight to defend his honor, he's the first to throw himself into a fight to defend those that have his back. However, the brutish exterior is hardly all there is to the Mau. He is a jovial and laidback man around those he likes. Furthermore, he is always ready to back and support those he views worthy of his skill. He enjoys a good drink, a daring adventure, and the coin that comes with a successful loot or taking of a ship. He has an air of confidence about him that seems unshakable. It is very "take it or leave it" when it comes to his opinions or actions. His prideful nature makes him brash, but under most cases he can be tempered by the one he views as in charge. Personally, he doesn't care to be the leader and prefers to follow another's lead. His lack of exposure to most outside of Mau culture leaves him a bit naive in some cases to trickery and he isn't the sharpest sword on the rack. But what would he need with fancy words and clever tricks when his axe can solve the problem with one swing?

Strengths:
*He is a powerhouse in a fight or for labor and doesn't tire easily
*He may be a brazen and impulsive, but he respects authority and follows direction of someone he respects
*He can swing an axe and use his fists to protect himself and others

Weaknesses:
*Due to his size, he is lumbering, not great for a fight in small spaces
*He's dim and prone to being outsmarted
*His temper can get him trouble, especially if he views the slight as above his tolerance level

Background: Ramma was raised in the pride of Ahtani tribe, a group of Mau that were a nomadic. The Elders said their origins as a wandering band was due to their motherland being taken by the settlers in the past and their ancestors preferring to continue the warring and bandit like lifestyle than settle in any one place. The Ahtani tribe made its notoriety and living from raiding settlements and pillaging the countryside. He was the second born son of his father, Kedar, the chosen tribe leader due to his prowess as a fighter and the control he commanded with iron fist. Not the most caring or sheltering environment, Ramma grew up fast and learned quickly that you either strove to survive or the tribe would crush you like they did everyone else. They left no room for weakness, cared only for their own survival, and loyalty was only found if you had the power to command it. Ramma thrived in this environment as a teenager and showed the tribe he could meet their expectations with his power and fearless nature. His older brother, Curran, began to see his younger brother's progress and growing favorability in the tribe. He began seeing Ramma as a threat to his secured position as next in line to become leader. After garnering the support of enough that were less than loyal to his father and greedy for Curran's promises of change, they slaughtered Kedar and his supporters when they caught them unaware. Ramma was only left alive to give Curran the pleasure of forcing the boy to live with the knowledge he was bested and the weakest of the tribe. He had Ramma sold off to slavers who were seeking out Mau that fetched a steep price on the market.
Fueled by his own shame and rage, Ramma helped start a mutiny on board the slaver's ship and tried to steer the ship back to his home to face his brother and at least die honorably. A fellow Mau on board, a female named Imani with a quick whit and a quicker sense, talked him out of it. Imani offered him tales of her life outside of the tribe lands, a life where she was able to seek adventure and riches before her untimely capture. It took a little convincing, but a young Ramma realized there could be more to his life than dying for a dishonorable tribe that didn't deserve his life nor his care. He took to learning how to run a ship from Imani and was trusted with the helm due to his size and strength. After years of sailing with her and living a life of piracy, Imani decided to retire with her crew and riches. She offered Ramma to stay with her as her chosen family. Hardly the type for civil life, Ramma declined her offer and stuck out on his own. It was by luck that he found his way onto Captain Adala's crew, mostly due to his experience handling a ship and his ability to do hard labor. When most everyone else abandoned her hair-brained scheme to find the lost city, Ramma stayed on board due to his respect for the captain and her fiery personality. She had his trust and full support. After all, he wasn't being paid to truly considered if the blasted place even existed, just to make sure they didn't sink when she wasn't at the helm and to lift heavy things for the Quartermaster.

Experience (are ye a well-salted sailor or are ye a greenie?): Experienced enough to get the job done.

Requested Position aboard the Dawn Breaker: Crew member (Helmsman possibly if no one has an issue?)
 
Last edited:
Back
Top Bottom