Both Needed Tempest: The Red Tide

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Both Needed Tempest: The Red Tide

witchslapped

Plague Doctor
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INTRODUCTION

In a world very much like our own circa 18th Century exists...The British Empire! Whose tight grips on the lands and seas have turned them into the most powerful nation on earth, even in the midst of the French and Spanish Wars. Agents of British Imperialism seek to expand their influence over the world, sending out giant vessels housing the Royal Navy and merchant ships to establish trade wherever they may dock. The only ones brave enough to challenge their rule are the misfits and swashbucklers who take to their own ships in search of glory and treasure: pirates.​

As a player in this setting, you will choose between the Pirates and the Empire, two factions pitted against each other since the establishment of Great Britain. A new admiral, the cruel Duke Bathorié, has been given control over an armada of Empire vessels and has sent them into enemy waters to seek out the Tempest, a mythical relic rumored to give the owner control over a monstrous sea beast. Legend has it whoever controls this beast will control the very ocean itself and has sparked a race against time for the two factions as they both search for the one item that could turn the tides in their respective wars.

Oh, did I mention that more than just ancient sea beasts exist in this world? Here, the supernatural thrive, partially hidden from the general public by how slowly information travels at this time. Duke Bathorié himself is a vampiric warlord with more than a couple of centuries under his belt and sea witches are an essential component of a ship's crew, capable of whispering to the winds and directing the tides in their captain's favor. Interdimensional beings are capable of being summoned and used like cannons onboard ships during a battle, so long as the caster is able to exert their will over the creature, and selkies and merfolk act as divers for only the most illustrious crews. With your own unique capabilities, what will you bring to the crew to keep you all from capsizing as you seek out the Tempest, trade, and fight enemies along the way.

Who will you become and what legends will you leave behind?


INFORMATION

Hi there and thanks for taking the time to read about this exciting, supernatural pirate RP developed by me and @MISSimissyou. This setting is inspired by the likes of Pirates of the Caribbean and classical horror novels. As stated before, upon making a character you will choose to either be a Navy Officer working on the side Admiral Bathorié, or a crew member of The Shanty, a pirate ship also searching for the mythical artifact known as the Tempest in order to gain an advantage over the Empire.

This is a group RP and we are looking to fill as many slots as possible within each crew without the size of the RP becoming too overwhelming. Roles that are not filled by the time the RP begins will be occupied by NPCS unless someone decides to take on that role.

Even though this is a setting with historical elements, we are looking for colorblind and genderblind characters, meaning anyone from any background can have any role in either crew. If you wish to incorporate historical elements such as period-typical sexism and racism it will need to be discussed with me or @MISSimissyou first to determine whether it is necessary to the story. We're looking to have fun not to be accurate. We got vampire pirates for godsakes.

The existence of the supernatural is known, but it is not widespread. Depending on where you are from you may be more familiar with certain supernatural creatures and not others. Creatures like vampires are plentiful among the aristocracy and live in big cities, while merfolk and selkies tend to live in port towns when they are in their human forms, etc.

You may write a human or a supernatural creature, but please keep in mind what creatures would make sense to exist in a ship crew. A werewolf with no control over its violent nature during a full moon is not likely to be hired onto a crew if it meant endangering everyone on the ship once a month. Non-earthly creatures such as demons and angels are not allowed as player characters but can be summoned as NPCs by people who can perform magic.

Not all magic is the same. A person who has mastered elemental magic will probably never become a necromancer and vice versa. People have their specific talents and specialize in offense or defense magic, yadda, yadda, yadda.

This is also a story-driven RP, so we ask that smut is kept to a minimum and when it is included it makes sense for the plot. The same goes for gratuitous violence. There will be plenty of fighting, and writers engaged in a fight may decide between each other on the outcome or use dice.

Please follow the format below for your character sheets. You may also include photos instead of descriptions or include both if you want. If there's a section you're not sure about feel free to PM me or @MISSimissyou. Same goes if you're looking to use specific lore for your character that you're not sure is allowed in the RP (No Twilight vamps, folks. These bats burn in the sun). Below is also a list of crew roles we're looking to fill. Please request a role before posting your character sheet either through here or PM. If there's a crew role you want that isn't listed just ask me or @MISSimissyou and I'm sure we can add it in.

Lastly, thank you for reading this far. I know it's a lot of information but this is still very much in development and I am excited to hear people's ideas for ways to shape the plot.

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ROLES NEEDED
The Shanty (Pirate)
Captain - Captain Saeeda Amrani (@witchslapped )
Quarter Master
First Mate - Tahadiyat Kabir (@Aarfy )
Boatswain
Helmsman
Navigator - Emilia Miles Smith (@MISSimissyou )
Carpenter
Gunners
Surgeon
Deckhands - Isaac Banton (@witchslapped )
Cabin Boy

The Crimson Tide (Empire)
Captain
Lieutenants
Senior Wardroom Officers
Junior Wardroom Officers
Purser
Surgeon
Chaplain
Gunners
Boatswain - Robin McAlister (@MISSimissyou )
Carpenter
Standing Officers
Petty Officers
Master at Arms
Ropemaker
Armorer
Mates

General Information:
Full Name
Alias/Nickname
Age (Actual Age versus how old they appear)
Gender
Race (Species)
Class (Fighter class, if they fight)
Birthdate
Current Residence
Religion
Martial Status
Sexual Orientation

Personality:
Key Traits
Overview
Comparable Alignment (Chaotic good, etc)
Comparable Personality type (Could use any of the online personality quizzes like Jung and whatnot)
Fatal Flaw

Physical Description:
Eyes
Hair
Height
Complexion
Build
Wellbeing/Physical Health
Demeanor
Distinguishing features
Attire
Scent
Signature Colors

Family:
Father, mother, etc.

Livelihood:
General Occupation
Current Employment
Location
Previous Education/Training
Skills/Talents:
Fighting Style
Magical Abilities (if any)
Poor at (example being ranged fighting or something)

Other vocations/Hobbies:

Current Companions:
Love Interest:
Noticeable Belongings:
Owned weaponry:



Background Story:
 
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*Note: Please post your bios here! Once we have a good number of people interested we can open up a thread and begin RP. There will be two ongoing threads, one for the crew of The Red Tide and one for The Shanty. These threads may converge at a point in the story.
 
General Information:
Full Name: Robin McAlister
Alias/Nickname: Rob
Age: 32
Race: Changeling/Shapeshifter
Class: Fighter
Birthdate: January 7th
Current Residence: The Crimson Tide
Religion: Catholic
Martial Status: Single
Sexual Orientation: Bi-Sexual

Personality:
Key Traits: Often (if not always) smiling, Always down for a joke/laugh, Excelent wingman/likes to make others the center of attention, Willing to be as cruel and cunning as necessary to achieve a goal.
Overview: Robyn has lived a life dedicated to extracting information out of others. He is manipulative, sly, and cunning with his actions. Although he is good humored that does not make him good natured. He lives for a life a thrills, however, his religious beliefs keep him aligned to the current ruler of Britain and, therefor, he if willing and able to use his skills to serve the royal navy as that is the only station that will have him.
Comparable Alignment: Chaotic Neutral
Comparable Personality type: Myers-Brigs INTJ
Fatal Flaw: Willing to do anything to fulfill orders, even if it means death.

Physical Description:
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Eyes: Green
Hair: Red
Height: 5'9"
Complexion: Fair
Build: Lean-Muscular
Wellbeing/Physical Health: Fair. (Heavy pipe smoker)
Demeanor: Casual/cool
Distinguishing features: Coy smile
Attire: Navy Garb
Scent: Lilacs and salt spray
Signature Colors: Green

Family:
None/ Orphaned

Livelihood:

General Occupation: Boatswain
Current Employment: British Navy
Location: The Crimson Tide
Previous Education/Training: Has been sailing with the Navy since the age of 16
Skills/Talents: Proficient on every aspect of working a ship.
Fighting Style: Pistol/Rapier.
Magical Abilities: Shape-shifting. Can turn into a falcon for up to 5 hours. Can not change more than once every 24 hours.
Poor at: Has difficulty when not taking direct orders/ poor at issuing commands without having commands issued first.

Other vocations/Hobbies: Plays flute and sings sea shantys

Current Companions: All members of a higher station on the ship
Love Interest: None (yet)
Noticeable Belongings: A journal and a flute
Owned weaponry: One pistol, one rapier, a set of throwing knives, one cat-o-nine.


Background Story:
Born to a poor family, Robin spend his time following orders from his parents and trying to make as much money for the family as possible. By the age of 12 his parents as well as his younger sister had died in poverty on the streets. He continued to work for money in the streets, eventually getting small jobs on fishing vessels. A devout worshiper at the church, Robin discovered that his best bet in life was to serve at the command of his majesty, the King of England. That way he would be indirectly serving God (according to the only pastor he ever knew). Determined to be of service to the lord, Robin joined the navy at the age of 16. He has now climbed the ranks and is willing to do anything at all to serve the crown.
 
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General Information
Full Name: Admiral Jonathan Mithras Bathorié, 1st Duke of Somerspire
Gender: Male
Age: Nearly 2,000/Appears late thirties
Race: Vampire
Class: Warlock
Birthdate: He's long forgotten that by now.
Current Residence: Castle Báthorie in the Duchy of Somerspire
Religion: Worship of the Nine Hells
Martial Status: Married to Duchess Elisabeta Báthorie (NPC)
Sexual Orientation: Heterosexual

Personality:
Key Traits: Charismatic, manipulative, brave, selfish, aggressive
Overview: Duke Bathorié is a cruel and unsympathetic person, hated by even a majority of his allies. Even his son publicly decried his practices and was banished from the Duchy for doing so. The only person who seems to find any good for him is his wife, Elisabeta, but even she has begun to pull away from Jonathan as his tactics grow increasingly more desperate in search of the Tempest.
Comparable Alignment: Originally Lawful Evil but has been leaning more towards Chaotic Evil lately.
Comparable Personality type: ENTJ
Fatal Flaw: Aside from being greedy and overall morally corrupt? He'd do about anything for his wife. She's his weak spot.

Physical Description
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Eyes: A flat, piercing red.
Hair: So blond it's almost white, falling in thin waves to his shoulders and often pulled back with a black velvet tie.
Height: 6'6"
Complexion: Pale, bloodless and almost waxy. It looks like marble and is just as cold and unyielding to the touch.
Build: As broad as he is tall, Admiral Báthorie cuts an imposing figure even in a room full of hardened soldiers. His hands are as big as some people's faces at a stature that sets him far apart from most people.
Wellbeing/Physical Health: The admiral keeps himself well-fed, and his age gives him access to power far beyond most vampires.
Demeanor: A dominating presence, the Admiral is the kind of person you flinch away from when they enter the room. He would cut an intimidating figure even without his titles, and it becomes apparent, from the more time you spend with him, that he must have once lived a hard life before his one of luxury. The darkness in his eyes isn't only born of his monstrous nature, but also human hardship. He fought his way to the top, and he will kill and maim to stay there.
Distinguishing features: Aside from his height and nearly glowing red eyes, the Admiral grows out his nails to claw-like lengths that work as weapons in a pinch.
Attire: Finary at the height of fashion. Full-skirted knee-length coats, knee breeches and long waistcoats with sleeves. Because of the color of his hair, he is able to go without a period typical powdered wig under his ornamented tricorn hat.
Scent: Blood and dark, deep grave soil.
Signature Colors: Red and black, the same colors flown by his favorite ship, The Crimson Tide.

Family
Son: Idris Bathorié, the Marquess of Pembridge


Livelihood:
General Occupation: Admiral of the Royal Navy and Duke of Somerspire
Location: Somerspire, England, a trading hub and portside city.
Previous Education/Training: Most of the public are unsure of just where exactly the Duke Bathorié came from. He seemed to spring from anonymity several years back, gaining the favor of the king and his court in little over a year. Those who are aware of his inhuman qualities question whether he could have unnaturally influenced his way into aristocracy, but those who are close to him know that Jonathan carved his way into the world. He is absurdly well-spoken and seemingly educated for it, but no one is aware of his formal background.
Skills/Talents: A skilled speaker and politician, the Duke Bathorié has a dangerous way with words, and the world has suffered for it. He is also a master tactician and planner and moves his men through the seas and battlefields like an expert chess player. He is a skilled swordsman, but his real talents lie in dark magic.
Fighting Style: As a Warlock with a dedicated pact to a being known as The Fiend, Jonathan is an extremely powerful caster. He has access to the following abilities:
  • Eldritch Blast
    A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
  • Chill Touch
    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has a disadvantage on attack rolls against you until the end of your next turn.
  • Command
    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is Undead, if it doesn't understand your language, or if your command is directly harmful to it.
  • Amor of Agathys
    You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have them, it takes 5 cold damage.
  • Invisibility
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    Mirror Image
  • Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
  • Dispel Magic
    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
  • Fly
    You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
  • Vampiric Touch
    The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain Hit Points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
  • Fireball
    A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
  • Blight
    Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature, such as a tree or a shrub, it doesn't make a saving throw, it simply withers and dies.
  • Dominate Person
    You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the Duration. If you or creatures that are friendly to you are fighting it, it has an advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
  • Telekinesis
    You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
  • True Seeing
    This spell gives the willing creature you touch the ability to see things as they actually are. For the Duration, the creature has Truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
  • Finger of Death
    You send negative energy coursing through a creature that you can see within range, causing searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed to save, or half as much damage on a successful one.
Poor at: He has little proficiency with firearms and fights better from far away. As he relies mainly on energy he is also susceptible to running out of it during a fight and having to rely on his rapier.

Other vocations/Hobbies: Secretly, he has a bit of green thumb and cultivates a rose garden at his home in Somerspire.

Current Companions: The higher-ups of the British Empire. The captain of The Crimson Tide.
Love Interest: Elisabeta Bathorié
Noticeable Belongings: A heavy ruby ring adorning his middle finger.
Owned weaponry: A ruby incrusted rapier always kept at his side.


Background Story:
Duke Bathorié is an enigma to many. A man who seemingly amassed incredible amounts of power and recognition in such an inordinate amount of time that many believe him to be a threat to the crown, Jonathan Bathorié has ruled the territory of Somerspire for as long as anyone can remember.
Less a city and more of a fortress, the Báthorie's stronghold is a stalwart figure against the cold ocean air. The people there are equally as chilly, suspicious of outsiders and merchants from faraway lands. The guards at the gate to the city have a notorious reputation for refusing entry to travelers. Somerspire is said to have been established more than a thousand years ago, founded by the great warlock Mithras Bathorié, whom the current ruler, Jonathan Báthorie, is said to be a direct descendent of.

Duke Báthorie is known by some as a charismatic and courageous leader by some and a monster by many others. He commands an impressive legion for such an isolated territory and has an agreeable relationship with the King of England as well as a seat on his council.

Not much is known about the city or the Báthorie's history, but it is rumored the family's proficiency in the dark arts is responsible for the undead that spring up at random in the mountainous region, making it a perilous city to journey to. It's also rumored Somerspire is the place where vampires as a species originated from. Local mythos cites the undead as evidence of pacts made by humans with the Devil for immortality. The locals ward heavily against creatures of the night for this reason and nearly all know how to wield a dagger if the situation calls for it.
 
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General Information
Full Name: Marquess Idris Maurel Bathorié.
Alias/Nickname: Isaac Banton
Age: 23
Gender: Male
Race: Dhampir
Class: Paladin
Birthdate: January 11th
Current Residence: The Shanty
Religion:
It's complicated
Martial Status: Single
Sexual Orientation: Also complicated

Personality
Key Traits: Gloomy, secretive, sarcastic, compassionate, serious, thoughtful.
Overview: To those who don't Isaac he can come off initially as very cold and aloof. It's obvious from the way he talks and how he holds himself that he had a rather privileged upbringing. He speaks in polite, clipped tones, making use of large words and floral metaphors without any thought. He can seem humorless at times, even prude in how serious he chooses to remain, but this behavior is not characteristic of his person, rather a symptom of his recent confrontation with his father. Around friends Idris is a warm and witty presence, quietly interjecting conversation with charming anecdotes and quips.
Comparable Alignment: Neutral Good
Comparable Personality type: INFJ
Fatal Flaw: Despite his attempts to blend in, Idris--- I mean Isaac, can't quite shake his fine upbringing. He is squeamish and often very bitter when assigned to jobs where he has to get his hands dirty.

Physical Description
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Eyes: Pale blue and eerily reflective. His scleras sometimes take on a ruddy tint when he is hungry or experiencing strong emotions.
Hair: Flaxen, falling in long and fine strands that sometimes curl in the humidity. Somehow always meticulously well-groomed.
Height: 6'0"
Complexion: Smooth and pale with a slightly grayish undertone. Completely unblemished save for the strange, pulsating brand adorning one fair cheek. The brand seems to ooze magic to those who can detect it. He seems completely untouched by weather or age, his skin almost porcelain and easily burned under the hot sun. He mostly works night shifts, much to the crew's chagrin.
Build: Slender and strong, a foundation of willowy limbs packed with lean and tight muscle. His appearance may be deceiving in certain outfits, as he can pull off the pampered noble look that makes him seem like an easy target to most.
Wellbeing/Physical Health: He would be in perfect physical condition if it weren't for how little blood he consumed. As for mental health…he's still pretty traumatized from being banished from his own home.
Demeanor: Isaac has a standoffish presence and often keeps to himself on board the ship. As a recently hired deckhand, not many of the longer-standing crew members trust his presence.
Distinguishing features: Besides his evidently supernatural beauty and shining eyes, Isaac now bears a brand on his left cheek he earned from his father. It is a symbol of banishment to all those familiar with the Duchy of Somerspire and is enchanted to cause him pain when he draws closer to the border of Somerspire.
Attire: Isaac prefers to dress in shades of midnight blue and black, a complete antithesis to the colors hosted by his father's court. Still, the cut of his attire lovingly handwoven and embroidered with elegant glints of silver thread, sometimes adorned with precious metals and stones. He'd look the very picture of princely esteem if not for the mud and tears in his livery. The armored gauntlets and boots he wears are too pristine to have ever really faced combat. He looks more like a painting than the weathered sailor he's pretending to be.
Scent: Blood and snow. He possesses nearly no natural scent except for a metallic tinge and a kind of frost that hooks between your eyes like the first snow. His presence seems to exude a kind of wintery atmosphere that makes one long to bundle up when drawing near.

Family
  • Father - Duke Jonathan Bathorié of Somerspire
  • Mother - Elisabeta D'Maurel Bathorié of Somerspire

Livelihood
General Occupation: Marquess of Pembridge
Current Employment: Deckhand aboard The Shanty
Location: The Shanty
Previous Education/Training:
Highly educated in both worldly and political matters in his father's court. He is fully literate and can read and write in several languages including Elven, Orcish, Dwarvish, Infernal, and Undercommon.
Skills/Talents: Isaac is highly trained in all court manners and arts, including etiquette, ballroom dancing, piano, violin, painting, and politics. Talented in both hand-to-hand combat and fencing techniques, he excelled in sword fighting and learned to enchant his blade, Hypnos, with dancing abilities from a young age.
Fighting Style: As a dueler and Paladin, Isaac is capable of wielding both magic and weaponry on the battlefield. Unlike most paladins that use divine magic to aid their fighting, Idris calls to the infernal magic running in his bloodstream to power his attacks. He moves with fluidly, cutting through enemies with his signature speed and strength. The magic he is able to use is mainly supplemental to his sword fighting.
Magical Abilities: Able to enchant most kinds of weaponry with dancing abilities and minor forms of sentience. Advanced healing factor, supernatural speed, and strength. Hellfire summoning.

Isaac's abilities define him to other Paladins as an Oathbreaker and as such he is capable of the following spells:
  • Inflict Wounds
    Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
  • Control Undead
    As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
  • Animate Dead
    This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
    On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
    The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
  • Infernal Sense
    As an action, Isaac can open his awareness to detect forces of good and evil. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he can also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
  • Darkness
    Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • Bestow Curse
    Concentration, up to 1 minute
    You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has a disadvantage on ability checks and saving throws made with that ability score.

    While cursed, the target has disadvantage on attack rolls against you.
    While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
    While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
Poor at: Weak in ranged combat. Most of Isaac's major combat features and spells are geared toward melee combat. Thus when forced into a ranged-heavy battle, he functions at a fraction of his offensive power. Isaac has also been extremely sheltered his whole life in court. As intelligent as he is, he's also quite naive about the world outside of his privilege.

Other vocations/Hobbies: He's quite a fan of the Arcana and can read the Tarot. It's a hobby he picked up from one of his maids as a boy.

Current Companions: N/A
Love Interest: N/A
Noticeable Belongings: His clothing is a little too well-tailored to belong to a regular ol' deckhand.
Owned weaponry:
1 Enchanted dancing sword, carved with silver runes for protection against the undead.

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Background Story:
Jonathan and Elisabeta never thought they would produce an heir. Humans and the undead are rarely compatible, and a half-vampire child was more likely to rip through her than be carried to full term. But Elisabeta...she was a stubborn woman. Headstrong and brilliant, she'd conquered the magic of the elements before reaching her sixteenth year. A sorceress born to the slums of Somerspire, she'd known hardship and perseverance from the moment she was born. They suffered through several miscarriages together but after two years of attempts their combined magic allowed for Elisabeta to carry their first and only son to term: Marquess Idris Maurel Bathorié.

Because of the complications with the Duchess's pregnancy, she nearly died during childbirth and grew increasingly sickly the years following. Her desire to remain human was overruled on Idris' fourth birthday after Elisabeta collapsed while taking her son for a walk around the castle grounds. Jonathan's decision to turn Elisabeta without her consent caused many problems for their marriage. Elisabeta subsequently became more withdrawn and spent an increasing amount of time outside of the castle. She often took Idris for extensive tours of the city, which led to his love for humanity and empathy for other beings.

After publically opposing his father's tactics in court, he was banished from Somerspire and forced to board the first ship he could find. Idris Bathorié became Isaac Banton overnight.

Not many understand Isaac's recent appearance onboard The Shanty. He sticks out like a sore thumb, too delicate an image among sea-roughened sailors, yet he keeps to himself well enough to fend off most suspicion. Because of his father's many enemies as well as his many allies, Isaac's kept his true identity a secret from everyone but the Captain, who's agreed to take him in, in exchange for information about the Tempest and his father's knowledge. At his core, Isaac has a good heart and plans to undermine his father's madness as well as Great Britain's hold on the world.

In truth, he is terrified of his father but knows that it is his responsibility to fight against Duke Bathorié's tyranny at all costs.
 
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General Information:
Full Name: Emilia Miles Smith
Alias/Nickname: Smith
Age: 102 (Appears 22)
Gender: Female
Race: Human Ghost
Class: Warlock
Birthdate: December 12
Current Residence: The Shanty
Religion: None
Martial Status: Single
Sexual Orientation: Straight

Personality:
Key Traits: Quiet and shy. Tends to keep to herself mostly but is always willing to help the crew with whatever they may need if she is able to assist.
Overview: Emilia tends to keep to herself whenever possible, finding the company of living things to be taxing on her mind. She doesn't mind hanging out with any un-dead creatures as she feels she has more in common with them than anyone else. She has never been to the mess hall and never plans to as the act of watching others eat makes her feel sick. Usually she can be found on the deck of the ship idly floating around.
Comparable Alignment: Lawful Neutral
Comparable Personality type: MBTI
Fatal Flaw: Is often too busy contemplating death to do much else (A fancy way of saying she is lazy).

Physical Description:
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Eyes: Brown
Hair: Brown
Height: 5'4" (but hovers at around 6')
Complexion: Fair (translucent)
Build: Sleight and frail
Wellbeing/Physical Health: Dead/no real body
Demeanor: Refined/secluded/shy
Distinguishing features: Considering the method of her death she has a permanent blood stain running in two fine lines from puncture marks on her neck.
Attire: Unable to change, she is always wearing the white night dress she died in.
Scent: None.
Signature Colors: White

Family:
All family she had is now long dead.

Livelihood:
General Occupation: None
Current Employment: Navigator aboard the Shanty
Location: The Shanty
Previous Education/Training: Previously she was the daughter of a rich merchant. She had been schooled in the art of being a lady of refined taste. She has, over the years, forgotten most of that training.
Skills/Talents: Excellent at navigation and maps skills. Excellent memory.
Fighting Style: Due to her nature as a ghost she is only able to physically interact with very light objects. Because of this she usually does not have the opportunity to enter battle but, if she must, she uses wind to her advantage to hinder or confuse the enemy.
Magical Abilities (if any):
Able to use Wind Magics

Gentle Breeze: The most basic of her abilities, able to produce a breeze slight enough to ruffle someones hair or clothing. This ability can be used as often as she wants and she has great control over it.

Gust of wind: With this she can release a short burst of wind capable of knocking over heavier objects or hindering a person's movements. This ability can be used more frequently but it takes about a minute to build up the concentration to perform this action.

Force Wind: Capable to be used for longer amounts of time and can expand a sail for about 10 minutes. If she over uses this ability she will become completely transparent and useless for about an hour.

Transparency: She can choose to become completely invisible if she chooses but, while in this form, she can not interact with any physical objects at all except for speech. Once transparent she must remain so for at least one hour.

Poor at: Any activity involving things she has to touch. It takes a large amount of concentration to physically touch or interact with anything that weighs more than 3 lbs.

Other vocations/Hobbies: Gossip, when she can. Enjoys becoming invisible and spying on private conversations.

Current Companions: N/A
Love Interest: N/A
Noticeable Belongings: None
Owned weaponry: None


Background Story:
Emilia was born to a fine merchant family in London. She was raised to be a woman of elegance and grace, her duty to marry a man much older than herself to secure position over seas. It was as she was leaving for her wedding to a nobleman she had never met in Paris that her father's ship was taken by pirates. The merchant ship was loaded with rich silks and spices and the pirates took as much as they could carry, leaving the ship and everyone in it to burn. She, however, had managed to sneak onto the pirate ship in her nightdress and had the intention of hiding until they made port somewhere and then making her escape. She was found, hiding in a mound of silks, only two days later by a few minor members of the crew. Considering her to be part of the spoils of their latest heist, the two men decided she would be theirs for the night. She expected them to take her virtue but, instead, the two vampires drained her of blood completely. She awoke, if that were the correct term, a month later, appearing on the deck of the ship. She confronted the captain, only just now realizing she was no longer alive, and he assured her that the two men had been "dealt with" and she was welcome to join the crew if she wished. Considering she tried to leave the ship and was unsuccessful in doing so she joined seeing as she felt she had no other choice. She later proved her mastery of maps and was made navigator for the vessel. To this day she still wanders the ship looking for a way to leave it and finally die.
 
General Information:
Full Name: Khalil bin Mizra
Alias/Nickname: Tahadiyat Kabir (Kabir by crewmates)
Age: 23
Gender: male
Race: Cursed Human (hence appearance)
Class: Fighter
Birthdate: August 9th
Current Residence: The Shanty
Religion: Agnostic
Martial Status: Single lol
Sexual Orientation: complicated!!
Personality:
Key Traits: Kabir is not a friendly presence. In the case he's sent to monitor someone or correct their work- that's not a good sign and he'll proceed to be a looming and disapproving presence. There's a reason he's First Mate! Over the years, Kabir has proven himself to be extremely capable. He follows his captain's orders and puts forth all his efforts in making sure the ship is running smoothly. If there's one person you can trust, it's him. Despite being menacing, he's truly reliable and follows through with any orders.
Overview: Kabir's origins are mysterious, even to the entire crew. He prefers to stay silent on most matters but on the occasion he does talk, it's never to discuss anything personally.
Comparable Alignment: Chaotic Lawful "a new alignment... I have a strict moral code but nobody can figure out what the hell it is."
Comparable Personality type: ISTP
Fatal Flaw: He tends to think most resolutions can be achieved through violence and seeks respect through displays of power and intimidation.

Physical Description:
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Eyes: Pink/opalescent
Hair: Bald king
Height: 6'7
Complexion: White/various degrees of undertones
Build: Imposing- a total tank
Wellbeing/Physical Health: Other than being cursed as a scaley freak of nature, he feels well most of the time. He enjoys soaking up sun for energy and rinses himself off every once in a while, so being shirtless is the ideal state for him.
Demeanor: He's a man of few words
Distinguishing features: A-Alligator..... Though his coloration is notable.
Attire: Traditional swashbuckling drab. He likes loose-fitting wear with snug black boots for maximum flexibility. Once in a while, if the sun is too bright he'll wear a shemagh. Once in awhile, he'll indulge in Spanish imports.
Scent: Surprisingly enough, he smells like agarwood and he stores his few clothing articles with dried jasmine.
Signature Colors: White and red.

Family:
As Khalil, Kabir's father was Mizra al-Kabir, Sultan of the Ottoman Empire, and his mother, Kamilah, was a descendant of a Mongolian leader.

Livelihood:
General Occupation: First Mate
Current Employment: Second-in-command aboard The Shanty
Location: The Shanty
Previous Education/Training: He received excellent private education during his years in Istanbul. His fighting skills flourished while training under commanders and guards in his formative years until he was cursed and fled his home.
Skills/Talents: He plays a mean zither. Due to his curse, some magic effectiveness is reduced on him or sometimes mingles with the curse causing the desired attack to achieve different results than expected.
Fighting Style: Prefers to use a kilij- if he's desperate, he might resort to using his jaws.
Magical Abilities: BARELY scrapes by in public by casting minor illusion spells to conceal himself. He's an extremely poor magic-user overall.
Poor at: ranged combat, his specialization is up close and being overall intimidating. He also has an extremely low tolerance for extreme temperatures which can greatly hinder his ability to fight at all. Climate-altering spells are most effective on him, one chill and he's a popsicle.

Other vocations/Hobbies: As of now, his full time is spent managing the ship and ensuring it's safety for further use.

Current Companions: N/A
Love Interest: N/A
Noticeable Belongings: Has a fixation on fine textiles, picky about colors and design.
Owned weaponry: The only remnant of his lineage is his kilij.
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Background Story:

Khalil spent most of his years on palatial grounds, being hidden away from something his father and mother were paranoid about. At some point during his youth, he was cursed and forced to flee his home. He stowed away on a cargo ship and isolated himself in a remote port location that allowed him to transition away from his former life. However, none of this is ever revealed to anyone and he conceals this background under his alias Tahadiyat Kabir.

Eventually, the call back to civilization was too great for him to ignore. He saw the opportunity to travel the seas to find a way to change himself back and was recruited onto a crew that, for the most part, overlooked his condition. His strength and militaristic obedience allowed him to rise up the ranks quickly and gained him recognition and respect among the crew. His appearance gave no indication away of how old he was nor his kin- much to his advantage.
 
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General Information
Full Name: Saeeda Amrani
Alias/Nickname: The Lioness of Tangier, Captain Amrani, Cap
Age: 42
Gender: Female
Race: Human
Class: Sorcerer
Birthdate: September 9th
Current Residence: The Shanty
Religion: Islam
Martial Status: Widowed
Sexual Orientation: Lesbian

Personality
Key Traits: Headstrong, brave, empathetic, stoic, stubborn, cunning.
Overview: Saeeda Amrani commands the Shanty with an iron fist and wields the respect of her crew members wisely. She is a tough but fair captain that many find almost too honorable to call herself a pirate.
Comparable Alignment: Chaotic Good
Comparable Personality type: ESTJ
Fatal Flaw: Despite being a pirate, Saeeda is deeply tied to tradition and honor. She does not break her word once given, even if it puts her at a severe disadvantage. This can be problematic when dealing with other pirates who do not have the same definition of loyalty as her.

Physical Description
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Eyes: A deep brown, honeyed with streaks of gold that seem to flash dangerously when she is using magic.
Hair: Long, thick and dark as night, her hair is dreadlocked and she often keeps it braided and tucked under her hat to keep it from getting in her way.
Height: 5'11"
Complexion: She has a dark, even tone to her skin, lightly lined from years under the hot sun and littered with an array of scars.
Build: Saeeda is broad-shouldered and strong, slightly-bottom heavy with thick thighs and well-defined calves. She is taller than most women and even a lot of men, making her easy to pick out in a crowd.
Wellbeing/Physical Health: Before making it as a successful captain, Saeeda lived rough, and walks with a slight limp due to an injury she received as a teenager. She is still a formidable opponent in battle dueling wielding her magic and cutlass in each hand.
Demeanor: Captain Amrani may at first come off as strict and unhumorous to people who don't know her well. She is a woman who speaks only when necessary and prefers to remain in her cabin on the ship pouring over maps when she's not on deck giving orders. Those who know her well also have found out that she has a kind heart and no patience for injustice. She will defend her crew to her last breath.
Distinguishing features: Her dreadlocked hair often ornamented with various bobbles from her travels.
Attire: She has a masculine sense of style, preferring trousers and heavy boots to skirts and heels. She wears a men's waistcoat that's been tailored to her size, and often a calf-length coat with a popped collar. She has a variety of tricorns with different feathers that all have distinct meanings.
Scent: Ocean spray and something warm and woody, like freshly sanded plywood.
Signature Colors: She prefers warm shades of maroon, brown and gold.

Family
Orphaned at a young age, Saeeda's mother was terminally ill by the time she was 11, and her father was long gone before she was even born. Saeeda spent her childhood caring for her mother until her death, and then living on the streets and working as a dockhand. She was married to a fellow crew member onboard The Shanty before a battle with the Royal Marines left the ship's former captain and her wife dead.

Livelihood
General Occupation: Pirate
Current Employment: Captain of The Shanty
Location: Somewhere on the seven seas.
Previous Education/Training: Saeeda was originally a cabin boy for The Shanty and worked her way up the rungs of the crew, eventually becoming First Mate by the time she was thirty. She is literate but has had no formal education.
Skills/Talents: Saeeda could captain a ship without a crew if she so needed, she is well-versed in nearly every job there is onboard and quick learner with any practical. She is also a talented mapmaker, and has been charting all the territories she's visited as a captain.
Fighting Style: Saeeda prefers close-range combat dueling her magic in one hand and her cutlass in the other. She fights in quick, successive bursts of energy before backing away for a short recovery of energy.
Magical Abilities: Saeeda is an elemental caster, meaning she has access to elemental evocation spells that she usually throws like projectiles at her opponents while fighting in close combat.
  • Fire Bolt
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
  • Lightning Bolt
    A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
  • Frostbite
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has a disadvantage on the next weapon attack roll it makes before the end of its next turn.
  • Gust of wind
    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
  • Burning Hands
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Poor at: Saeeda has very little formal education and because of this can be ignorant about certain worldly factors. She also fights hard and fast, which causes her to need breaks to recover her energy in the middle of a fight and can leave her vulnerable.

Other vocations/Hobbies: Mapmaking and woodcarving. She likes to make small wooden figurines that decorate the captain's cabin on the Shanty.
Current Companions: The crew of the Shanty, First Mate Kabir
Love Interest: N/A
Noticeable Belongings:
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Owned weaponry:
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Background Story: After her mother died, Saeeda took to the streets in search of work. She eventually got a job working at the docks of her home city of Tangier and slept rough for a year before meeting the former captain of The Shanty. He offered her a spot on his crew after witnessing her get into a fight with her employer about her wages. She became a cabin boy and spent the next twenty years of her life working her way up the ladder. By age thirty she became the first mate and fell in love with one of the ship's gunners, Mirabel Swain. The two were wed on the ship, their marriage finalized by the captain. They spent their honeymoon plundering shores and reaping the spoils. But the bliss didn't last long. A few months later a run-in with a Royal Marine vessel left a majority of the crew dead and several holes in the hull of the Shanty. The remaining crew was stranded on a random island with very little civilization.

With the captain and Mirabel both slain, many crewmembers both looked to Saeeda for guidance and doubted her ability to lead them. She made it her mission to help her crew survive and rebuild the Shanty to get them off the island. By deforesting much of the island, the crew was able to repair the ship and officially named her the new captain after they left the island a year later. Those who survived the incident with her now know they can trust the captain with their lives, and The Shanty has been able to maintain its fearsome reputation on the seas under her guidance. Now she searches for the Tempest with her crew, hoping to find the mythical artifact before the British Empire can and keep the oceans free from the evil Admiral Bathorié's reign.
 
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This looks like a lot of fun! I have a question before I make a character though. I'm thinking of creating a Sea Witch/Siren type character and she would be part of the Crimson Tide's crew. At first I was thinking Lieutenant, but since Captain is still open I'm wondering if I should tailor her for that role. I'm honestly just asking for your opinion on what you role you think a Sea Witch/Siren would be best suited for, and also if that combination is permissible?
 
This looks like a lot of fun! I have a question before I make a character though. I'm thinking of creating a Sea Witch/Siren type character and she would be part of the Crimson Tide's crew. At first I was thinking Lieutenant, but since Captain is still open I'm wondering if I should tailor her for that role. I'm honestly just asking for your opinion on what you role you think a Sea Witch/Siren would be best suited for, and also if that combination is permissible?
Go ahead and make a profile! I'm interested to see what you come up with, it sounds great to me so far. We are still looking for a captain so feel free to make the profile based on that.
 
I was curious if cabin boy was still an available position? I'd really like to join this rp because the premise and characters really intrigue me.
 
Thank you @MISSimissyou
I have one question though considering a potential background idea. I was thinking of having my character be a thief and try and rob Saeeda Amrani (@witchslapped ) but end up getting recruited instead? I didn't want to just add it since I wasn't sure if it would make sense for their character so I thought it would just be safer to ask beforehand.
 
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