Post by Rigel Larrat on Jun 20, 2020 13:42:33 GMT -8
Name: Prison Clash Type: Episode Requestee: Condor Difficulty: 2 Significance: 1 Objective: To spring the revolutionary, Weregura Rommel from the 61st Marine Branch's jail before he’s transferred to a permanent prison. Sub-Objective: Learn about creating a country from Weregura. Plot: Dulan bounty hunters captured the infamous revolutionary, Weregura and have him imprisoned in the 61st Marine Branch's jail. Rigel seeks out the criminal's guidance, but must first liberate him and his subordinates from their jail. In Rigel's way stands officers of the 61st Marine Branch and Ensign Iris Trembley. Wishlist: +Trait Points +Relations to Weregura Cast: PCs: Rigel Larrat, Iris Trembley NPCs:
Personality: Weregura is a cunning, tricky man with a knack for bluffs and lies. It's his natural disposition to lie and grift, but he doesn't take much pride in doing so, preferring to be upright and admirable. In his mind exists the image of a hero that others can look up to or look forward to. He wants to live up to that idea and live a life of no regrets. To this end, he seeks out different kinds of justices to see which best fit him. Though he tries to be this optimistic hero, Weregura can be easily depressed or unmotivated by simple things or misfortunes that hold him back and drag him down. He also has the eye of an explorer, hungry to see and investigate places never before charted. This comes from his hope of introducing others to something great. He wants to find new treasures or places that can be exposed for the whole world to find. Though he's been in leadership positions before, Weregura gets nervous speaking in front of crowds or groups, his voice falling much quieter. Inside him is a great deal of guilt over past failures and villainous actions. As a result, he's very careful as to when he resorts to violence, preferring only to use such means when something useful can be gained for a just cause. Aspirations: Weregura wishes to be a hero.
Home Island: Java Island
Faction: Revolutionary Background: Weregura was born to a criminal family, one of modest means on Java Island. Even as a young kid, he was bound to accompany his family smuggling drugs inside and off the island. Weregura always thought that his family was capable of controlling much more territory than they actually did. He worked to expand their drug trade through ambitious routes and operations. It wasn’t until he was a young teenager that he was allowed to direct these operations personally. What he expected was to be treated as a villain for distributing these drugs to poor communities, but he was seen as a hero instead. Children begged him to take them on as his apprentice. Addicts begged for his product to bring them salvation. They showed a ruthless sneak like himself as a hero. That idea made him sick. Weregura was fine being a villain but couldn’t handle the expectations of being an idol. He begged with his family to stop their operations and use what money they had to help the island instead. Only a few defected, but most kicked the young teenager out. With his resources, Weregura created a village isolated from that criminality, in opposition to the posturing of the Holy Army and the villainy of his family’s drug trade. In this quest, he attracted a great deal of people and developed a small state, “Tso Town.” However, the Holy Army was displeased that a known criminal was running a village on the island. They destroyed its infrastructure, and in the ashes, the other revolutionaries were either killed or captured by predatory bounty hunters. Weregura, with only a few subordinates was arrested and taken to Dulan Island a prisoner, the dream of his hopeful country crushed. Relations: Bounty: 4,000,000 Beli
Type: INPC Rank: D Name: Shamar Fri Age: 32 Gender: Male Race: Human Height: 6'4" Weight: 215 lbs.
Appearance:
Personality: Shamar is a pacifist, a free spirited non-confrontational person. He's always more likely to avoid conflict and high tension situations, preferring to run away from them. He likes to read and travel the island in his skimmer, even if it's only in solitude. Shamar tends to avoid the spotlight and get away from attention upon himself to avoid his true identity being discovered. Though he was raised a fighter, he's come to much prefer more passive activities like reading to occupy his free time. Unlike many people on Dulan, he stays afloat of current events and watches even the smallest developments very closely. With his strong memory, this means he's adept at memorizing and keeping track of celebrities of any magnitude. Aspirations: To live free of his family name.
Home Island: Dulan Island
Faction: Unaffiliated Background: Sakeith Fri is the great grandson of Adammu Fri, the original conqueror of Dulan Island, who later changed his name to Shamar. His parents were the first true leaders of Dulan, that settled and tamed its land for more normal people instead of the powerful warriors that originally called it home. Shamar grew up in that peaceful era, when people flocked to the island in droves, heavily populating it in a few generations and creating a culture of freedom and strength. His family has long been defined by its strength, and Shamar was poised to join its ranks with his own immense power. He grew up with a great deal of talent for fighting. He lived his childhood as an explorer, venturing about the island and learning to love it. When he was only a young teenager, the World Government found their way towards the island with plans to take it for themselves. Shamar's parents, uncles, aunts, cousins and grandparents all dedicated themselves to repelling their invasion. In the ensuing battle, the Fri family was nearly entirely killed, Shamar being the only survivor as a boy. He was pressured by different factions of the island, some pushing him to continue the fight and seek vengeance for his family, and some trying to convince him to seek compromise as the impromptu leader of the island. Unable to decide the fate of the island as a boy, he fled their pressure, and escaped into the hidden depths of the island, living on his own for a short while. He re-emerged as a loner into society, taking up business as a river guide and living humbly, with a new name. Relations: Meyye Cheihine - 65
Type: INPC Rank: E Name: Meyye Cheihine Age: 16 Gender: Female Race: Human Height: 5'8" Weight: 111 lbs. Appearance:
Personality: Meyye is a sarcastic and easily annoyed person. She's cold and scathing in her words, often trying to put distance between herself and whomever she's with. She hates her job at the Bird Houses, but fears the Underworld too deeply to ever actively vocalize that. She holds and espouses a philosophy called "the current of the world," which she feels dictates the lives of all people. According to her, way back when, the first sentient life made the first real decision. Everybody after that has been a mere subject to the whim of that decision, caught up in the ripple that became an overpowering wave. People who fight back against the current that dictates their life are swept up and destroyed by its power. This thinking helps her to cope with the harsh reality of her life, even if she secretly hopes it not to be true. Aspirations: To break the current of the world.
Home Island: Dulan Island
Faction: Underworld Background: Meyye was born into crushing debt left behind from her parents. She's lived her life to pay back what they owed, working a broad swath of odd jobs from a young age. Even as a child, she was rather serious, and was trained to believe in the "current of the world" a force that pushes and pulls people along their lives. Meyye has never tried to escape this current. She goes with the flow of what seems most natural in her life. In an effort to hurry along the repayment of her debt, she found work with Lord La in the Bird Houses at the age of 13. She'd anticipated life as a spy or information gatherer, but was instead forced into a life as a prostitute for extremely unsavory clientele. Her parents tried to fight against this decision, but were punished harshly for their insubordination. The family was separated across the Four Blues. Meyye merely accepted her role in the world's current, taking her new, harrowing lifestyle with no push back. At the age of 16, she's still sixteen million beli away from buying her freedom from the Underworld. Relations: Lord La - 70 Underworld - 70 Bounty: N/A
Type: INPC Rank: E Name: Murray G. Soden Age: 12 Gender: Male Race: Human Height: 4'8" Weight: 80 lbs. Appearance:
Personality: Murray is a very happy and social child with a prodigious mind for building ships. He's more passionate about lovingly repairing, restoring and remodeling boats and skimmers, but is perfectly capable of designing and crafting new ones as well. He thinks most people are weird for not being able to hear the inner voices of ships when they're trying to communicate, as opposed to him being the weird one when he's talking to inanimate objects. Murray hates ships created for violence and fighting, because the anger and grief of their voices scares him so deeply. For this reason, he usually isn't told what a new ship he's designing will be used for. Someday, he dreams of traveling the world on a trustworthy ship, endeavoring to hear the inner voices of every boat in the world. Murray imagines that collection of voices will give way to the perfect design. Aspirations: To speak with every ship in the world.
Home Island: Dulan Island Faction: Pay Mud Company Background: Murray was a genius child that was born with a sense of attachment to the water. His family were part of a small tribe of fishermen that sailed between the different cities of Dulan, selling their hauls to the markets. He always felt much more comfortable on the sea than on the land, even as a baby only stopping his bawling when he was on a boat in the water. When he was old enough to help catch fish, he worked hard, but couldn't help but notice the "voices" of ships, even on the small river skimmers. Murray even thought himself able to speak to boats and communicate with them. He was able to change and remodel his family's skimmer to hold more fish and move quicker through the water. When the new model was seen by a member of the Pay Mud Company, they demanded to find the designer of the skimmer. Noah was quickly hired and trained to work in New Friro at the age of 10. Since then, he's swiftly risen through the ranks as a secret genius of the company, producing many new developments for the people of Dulan, and getting his family out of poverty with his money. Relations: N/A Bounty: N/A
Personality: Ymir is a chivalrous and just marine with a priority for serving his duty with grace to others. This also means that he's incredibly serious when it comes to promises and vows, especially when pledging his loyalty to others. This trait can sometimes go to a certain extreme, as Ymir will take just about everything seriously and not easily take jokes. Ymir isn't naive or foolish, but to those he trusts, he'll treat every word as serious. Ymir is not a bloodthirsty or fight-hungry person, but practices routinely, enjoying single combat with honorable enemies. Ymir is a great fan of stories and storytelling. He tries to inspire others to live their knights with chivalry at their core. Though he can be somewhat long winded and preachy, Ymir is conversational and friendly to most people, except those who are needlessly violent or criminal. As a result, he's critical of many aspects of the marines, but feels he can't speak out against them until his rank is much higher than ensign. Aspirations: To live his life as a knight of the oceans.
Home Island: Del Maris
Faction: Marine Background: Ymir, like many fishmen born to the island of Del Maris was forced to learn of an inherent wickedness of the world. His perception of events fell in line with his fellow fishmen kids, thinking ill of other races and growing savage to prioritize strength. On an adventure with friends, he discovered a sunken ship from long before Ymir had ever been born. Inside it were faded tapestries, filthy swords and runny texts of adventures. The skeletons inside the ship resembled what looked to be every kind of race that Ymir had learned about. Humans, fishmen, minks, horned people, three-eyes, long-limbs and dwarves all lived and died together aboard the ship. It was difficult for the young Ymir to understand who they were, but they seemed to be heroes of gleaming armor, or knights of no country. Portions of their creed and stories could still be understood and Ymir became obsessed. He imagined himself as a heroic knight, chivalrous and righteous with every swing of his sword. With unbending loyalty to their vows and an eye out for those in need, Ymir adopted their ways of life, even when it made him the laughing stock of his island. When slavers dove down to their island, capturing fishmen, most fled to leave behind those unable to protect themselves, but the young Ymir stayed to help others to get away, eventually taken away to a slave complex. While there, broke away with Iris Trembley, eventually resurfacing to a marine training camp to fulfill his duty as a knight, protecting the helpless around him. Relations: Bounty: N/A