Either Needed The Dawn Breaker: Voyage to Lemuria

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Either Needed The Dawn Breaker: Voyage to Lemuria

Yes that would be awesome! We have a lot of fems if you would be willing to play a male character but if you aren't thats ok. I'll put you on the Rasta mahn.

Yeah I'm 110% down to play a Male character! I apologize in advance cause it will be a bit before I will post my character sheet as I'm about to get off work so I will do it at home on my laptop
 
Yeah I'm 110% down to play a Male character! I apologize in advance cause it will be a bit before I will post my character sheet as I'm about to get off work so I will do it at home on my laptop
Totally fine. I added you to our OOC as well. We are still waiting on a couple of character sheets. But, with you in once all those are up we should be ready to start. =)
 
Name: Ysgra Sunderhand

Race: Halfling

Age: 28

Appearance:
47a11b9669296bade4ca68be844a5696.jpg

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: 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
Love her look! I will PM you to get out backstory setup. =P
 
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
 
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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
Awwwh it's Ray! She is so cute hehe.
 
Omg guys I love all the characters so far. I think We just need KittOnyx and we will be off to sea!
Let's set sail! I'm sorry this took me forever.



Name: Tiberius Ndiya
AKA TB or Tibby

Race: Mau

Age: 22

Appearance (Please feel free to use images):
ya7r2oM.png

fc1b7a0b562f02969e97484c2fe8c393.jpg

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

 
Let's set sail! I'm sorry this took me forever.



Name: Tiberius Ndiya
AKA TB or Tibby

Race: Mau

Age: 22

Appearance (Please feel free to use images):
ya7r2oM.png

fc1b7a0b562f02969e97484c2fe8c393.jpg

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

Yaaay! We have a Mau, they are finally getting some love! I figured most wouldn't want to be them but the Kahjiit have a soft spot in my heart so I am glad someone chose that race. <3
 
Hey @Lady Mysaria Ik you have a ton of people on this thread already but are you still cool with people joining as crew? My schedule is finally freeing up a bit and with a posting order in place I know I can commit. I was thinking of a Mau male character to have him be more of the muscle than the brains of the operation?
 
Hey @Lady Mysaria Ik you have a ton of people on this thread already but are you still cool with people joining as crew? My schedule is finally freeing up a bit and with a posting order in place I know I can commit. I was thinking of a Mau male character to have him be more of the muscle than the brains of the operation?
Yeah I think we could squeeze you in! The ship is about to leave the docks right now but maybe you could start as a stowaway? Or we could just say that you were with us from the start? You could be old crew that was already on the Dawn Breaker who decided not to leave when Adala told them she was going in search of Lemuria.
 
Oooh I like the being previous crew angle! He's gonna be kinda a big guy so I doubt stowaway works well unless you feel that would be more interesting? And yeah I read the recent posts and couldn't resist >.< I'm weak willed when there is a good story popping off :p
 
Oooh I like the being previous crew angle! He's gonna be kinda a big guy so I doubt stowaway works well unless you feel that would be more interesting? And yeah I read the recent posts and couldn't resist >.< I'm weak willed when there is a good story popping off :p
Yeah get your character up and when I get a chance I'll add it to our character sheet and add you to the OOC.
 
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