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Sailors' Handbook

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Kiaravell

Captain

Hallowed Hunter

PostPosted: Sat Mar 18, 2017 2:13 pm
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𝓣𝓪𝓫𝓵𝓮 𝓸𝓯 𝓒𝓸𝓷𝓽𝓮𝓷𝓽𝓼





ALL ABOUT THE SHIP



ALL ABOUT THE CREW



THE COLONIAL EMPIRES



MERCHANTS AND MORE



MAP OF THE CARIBBEAN



POSTING & ROLEPLAY





{Thread last updated: 9/10/17}
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PostPosted: Sun Mar 19, 2017 12:54 pm
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𝓐𝓵𝓵 𝓪𝓫𝓸𝓾𝓽 𝓽𝓱𝓮 𝓼𝓱𝓲𝓹





ADAPTABILITY

The Resilient Wanderer is, for the most part, a Caravel.
However, the ship does have the ability to change structure when in need of it.

Knife mode;
The ship is compressed as much as possible. Usually used to cross through tight places.

Armor mode;
The body of the ship expands to its maximum, is thicker and can withstand damage better, at the cost of being a larger target.

Flight mode;
The most interesting and useful feature of the ship. The name is self-explanatory.


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PACKETS

The mail and parcels that the ship delivers across the Caribbean are called 'Packets'.
They go from one port to another, dropping off what needs to be dropped and picking up new Packets.
They never accept passengers nor animals, nor any contraband.



LICENSE

The ship, being unafiliated to any one empire, has the advantage of having license to dock at any port in the Caribbean.



ALLIES

The Resilient Wanderer sails alone.



ENEMIES

Not yet. Hopefully, not ever.



OVERALL

Aside from its sails being blue, the Resilient Wanderer was ordinary in terms of outward appearance.
On the inside, however, it is clear that the ship may have once been used by the wealthy for long voyages.
The entire ship was fully-furnished. And the few private cabins that were available were impressive enough for a mere mail delivering ship.



THE NEEPERS

{Art belongs to the wonderful BJPetentecost on dA.}
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These are strange, adorable little... bat-birds?
Whatever they are, they are mostly docile and have decided to make the Resilient Wanderer their home.
Even better, they also shoo away pests that would get into the food supply (weevils, rodents, etc)
Their large ears make them very good listeners. They also chirp sweetly every sunrise, like little alarms
They are technically classified as Immortals due to being non-human and are usually invisible to mortals.
They came to be on the ship a long time ago, possibly around the time the Captain first took command.
Ever felt a strange weight atop your head? That's a Neeper roosting.

Let it be.


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Kiaravell

Captain

Hallowed Hunter



Kiaravell

Captain

Hallowed Hunter

PostPosted: Sun Mar 19, 2017 1:38 pm
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𝓐𝓵𝓵 𝓪𝓫𝓸𝓾𝓽 𝓽𝓱𝓮 𝓬𝓻𝓮𝔀





CHAIN OF COMMAND




THE CAPTAIN

The leader of the vessel.
The Captain decides everything, from which Packets are accepted to which port they would sail to next.
Though he has the most authority on the ship, the Captain has very few tasks, often delegating his powers to the Quartermaster.



QUARTERMASTER

On board the Resilient Wanderer, the Quartermaster is much like the First Mate.
Second in command after the Captain himself, the Quartermaster holds many responsibilities.
Their duties ranged from settling petty quarrels to distributing rations and pay.
They also had the power to punish minor offences.



THE ANOMALY

A very strange individual on board the ship, who has a say in the things that goes around despite never issuing any commands.
That is because they own the Resilient Wanderer itself.




SPECIALISTS




BOATSWAIN

The Boatswain (or Bosun) supervised the maintenance of the vessel and its supply stores.
He was responsible for inspecting the ship and its sails and rigging each morning, and reporting their state to the Captain.
The Boatswain was also in charge of all deck activities, including weighing and dropping anchor and the handling of sails.



RIGGER

The Rigger works closely along with the Boatswain.
Assigned aloft to work the running rigging and to furl/release the sails.
The Rigger had, arguably, the most dangerous job as there was a constant risk of falling from a slippery spar high above a rolling deck.



MASTER GUNNER

The Master Gunner is responsible for the ship's guns and ammunition.
This included sifting the powder to keep it dry and prevent it from separating,
ensuring the cannons and ordnance were kept free of rust
and that all the weapons were kept in good repair.



NAVIGATOR

In charge of navigation and piloting.
The navigator was often an expert at reading the ocean, able to tell shallows and hidden reefs from deep waters.
They would also be able to determine if storms were coming.



SURGEON

The one who takes care of the crew's health, should they ever need attention.
On a ship with little to do, the surgeon often doubled as a regular deckhand.



COOK

Simply said, the individual that prepares the crew's daily meals.
While the whole crew usually ate at the mess hall, the cook specially prepares food and sends it up to the Captain and Quartermaster.




OTHERS




DECKHANDS

Those without a specific role on ship are simply deckhands.

(Should you want a role not listed or add to an existing, do PM the guild captain)




LANDLUBBERS

Note: these characters may have their interactions limited.


BARKEEPER

There are many ports around the Caribbean, which means many places for taverns/inns to operate.
Should you want to be the keeper of one of these establishments, simply look through the locations and find a tavern with an opening.
Then state your role in your character sheet.



TAVERN MAID

Same as above. Simply state it in your character sheet.



TOWN BLACKSMITH

Why not?



PRIVATEER

You are affiliated to one or more allied colonial empires, receiving a letter of marque from a governor.
You are able to seize and destroy any enemy ships you encounter, but other times...
Well, you're technically just a pirate with a license to make it legal.

{This role's interactions may be limited, for now, to the ports.}




THE ROUTINE



To be edited in future!


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PostPosted: Mon Mar 20, 2017 12:32 am
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𝓣𝓱𝓮 𝓒𝓸𝓵𝓸𝓷𝓲𝓪𝓵 𝓔𝓶𝓹𝓲𝓻𝓮𝓼





BRITISH EMPIRE

⚓ Often referred to as the 'British Colony', it is the largest power second to the Spanish.
In terms of skilled navymen, however, the British may have the Spanish beat.
Rumour has it that the British navy have been actively looking to add an Immortal crew to their fleet.



SPANISH EMPIRE

⚓ They are powerful, and they know it.
Out of all the colonial empires, the Spanish are currently the closest to conquering the New World.
They are incredibly wealthy, with their Treasure Galleons sending treasures back to the empire.
Said Treasure Galleons usually come in a fleet and are heavily equipped for battle. As such, pirates don't usually target them.



FRENCH EMPIRE

⚓ Further information to be added



PORTUGESE EMPIRE

⚓ Further information to be added



DUTCH REPUBLIC

⚓ Further information to be added



KINGDOM OF DENMARK

⚓ Further information to be added



REPUBLIC OF PIRATES

⚓ Located at Nassau.
The Republic of Pirates was the political entity that the former privateers and infamous pirates of the Flying Gang.
It was governed by the 'Code of Conduct' which was akin to the Pirate Code.



RELATIONS

⚓ The British Colony and French Empire are allied
⚓ The Dutch Republic and Kingdom of Denmark are allied
⚓ The Portugese Empire and Kingdom of Denmark are allied
⚓ The British Colony is at war with the Spanish and Portugese Empires
⚓ The Dutch Republic is at war with the Spanish Empire
⚓ The French are at war with the Spanish and Portugese Empires
⚓ No one likes the Spanish



{Will be updated in future.}
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Kiaravell

Captain

Hallowed Hunter



Kiaravell

Captain

Hallowed Hunter

PostPosted: Mon Mar 20, 2017 1:34 am
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𝓜𝓮𝓻𝓬𝓱𝓪𝓷𝓽𝓼 𝓪𝓷𝓭 𝓜𝓸𝓻𝓮





MERCHANTS

⚓ A merchant vessel or trading vessel is a boat or ship that transports cargo or carries passengers for hire. This excludes pleasure craft that do not carry passengers for hire; warships are also excluded.

They come in myriad sizes and shapes, as well as come heavily equipped for sea battle in order to protect their cargo since there was little chance of escaping the common pirate ship with such a slow vessel.

During wars, merchant ships may be used as auxiliaries to the navies of their respective countries, and are called upon to deliver military personnel and materiel.



NAVYMEN

⚓ Sailors enlisted into the navy of any which Colonial Empire.

{Should you want to, this can be a role under 'landlubbers'.}



IMMORTALS

A term used, originally, for inhuman creatures but has since come into use for anyone with peculiar abilities.
Their numbers have dwindled since the olden days and many have since been forced into fighting for an empire.
Though their existence is somewhat of a given, are not a familiar thing in the Caribbean.
As such, most are either refugees or expertly concealing their true forms.



PIRATES

Well, pirates.
What more can be said?



HEART OF THE SEA

Now this is one of the Caribbean's greatest seatales.
They say that, hidden somewhere beneath the surface, lies the 'heart' of the sea.
A treasure that no human can ever lay eyes on, for it would only appear to those with Immortal blood.
It was said that the Heart could grant any wish, with the exception of falsifying love and bringing back the dead.
It was known to be able to restore something a person had lost- a prized possession. A past. A lover.
With the price of something equal to that which they want to regain.
Supposedly, the Heart fed off of a mourning-- well, heart. It cajoles those with loss still prevalent within,
fueling their deepest and darkest desires so as to coax them into making their wish.
In the hands of one who is not bound by such notions, however, the Heart is neutral.

But what made it something that the great powers of the Caribbean desperate to have was a saying;

"He who has the Heart, has the sea."

The Heart also grants its possessor ultimate control over the seven seas.
In a war fought with ships, the possessor of the Heart would no doubt emerge victorious.
But, alas, the Heart of the sea was nothing more than another tale...

Or was it?



THE SEAL

The Seal (of approval) is ever-present, ever-listening.
It is an invisible creature for the most part, and whoever actually catches a glimpse of it will doubt their eyes.
Should you find you need some reason to get your characters out of a pinch or to put them in a situation,
simply quote the guild captain in the OOC chat and say: "I need the seal of approval in !"

Have no fear; it will come.

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PostPosted: Mon Mar 20, 2017 2:14 am
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𝓟𝓸𝓼𝓽𝓲𝓷𝓰 𝓪𝓷𝓭 𝓡𝓸𝓵𝓮𝓹𝓵𝓪𝔂




POSTING

Long and lengthy replies aren't forced, but everyone is encouraged to reply as best as they could to their interactions.
And as mentioned on the homepage, do try and keep your posts a decent size (7 - 10 sentences per paragraph)


POST TEMPLATE

When posting, a template is required.
It does not have to be anything fancy; just a picture and name will suffice.
For those who would like it, there is a ready-made post template available.
Or; PM the guild captain and they may be able to make you one.



RP THREADS

All the threads in the Resilient Wanderer and Ports & Towns forums are free to post in all the time.
The threads stated in the guild homepage are merely there to show which ones currently have people posting in them.




CHARACTER CREATION

Alright, now on to the fun part.

Now that you've read all you need to know, you can get down to making a character.
If you're interested in any of the open roles, simply post a character and state the said role.
If another has posted a character around the same time and also with that particular role, the crew will choose between them.
Note that even though the Resilient Wanderer does have a crew with Immortals, that does not mean yours has to be one.



ETIQUETTE

Remember;
The only thing you own here are your characters.
You are not allowed to simply barge into the plots of other characters
Nor are you allowed to manipulate them in any way.
When roleplaying, do keep in mind not to godmod/cause unnecessary chaos.
Plotting backstory or such with another's characters is fine,
but make sure that it has been agreed on mutually beforehand.

I believe this is all common sense by now, but it deserves mentioning.



HOW THE RP WORKS

Some may be wondering; "What exactly do we do?" once things kick off.
First and foremost, there is no clear goal to this RP, which may confuse most.
That is because the plot is one that will constantly be updated.
You will be given an event or a situation every once in a while instead of a complete storyline.
For one, it keeps things interesting.
Depending on how characters react to new given situations, the endpoint of the RP may change.

The current happenings in the RP world will be posted here,
and the characters are to make of it what they will.

E.g. Rumour has it that someone is willing to pay a fine sum for a small delivery.

It is up to the characters whether or not they want to pull on that string.
There will also be mass events, though. Things that move the entire RP along.

E.g. A governor has decided to give the crew a task to do.
E.g. Pirates decide to try and conquer a port or two.


So yes, it is an open world, but you do have something to guide you.
Something to help keep the characters from a meaningless existence.
And, as implied, the main focus of the RP will be on the Resilient Wanderer and crew.

Also, everything that goes on with the characters will also be recorded in said
thread after every event c:

It'll be like the summary of a co-written book.


TIMESKIPS

This is the term used for when the date and time of the RP is changed, for progression.
For active threads, a notice will be posted as to inform the new date/time.
A timeskip may affect only one thread or move forward the entire roleplay progress at the same time (mass timeskip).




HAVE A QUESTION?

Just PM the guild captain and you'll be sorted out right away c:


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Kiaravell

Captain

Hallowed Hunter



Kiaravell

Captain

Hallowed Hunter

PostPosted: Mon Mar 20, 2017 2:25 am

𝓜𝓪𝓹 𝓸𝓯 𝓽𝓱𝓮 𝓒𝓪𝓻𝓲𝓫𝓫𝓮𝓪𝓷



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