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PIRATES OF GAIA
It is the Golden Age of Piracy, and trade ships are abundant on the high seas. As travel between continents becomes more and more abundant, corruption and technology is spreading, giving power to the forces known as the Wyrm and the Weaver. Places which had been untouched by such corruption are becoming damaged, and the Wyld is suffering. Gaia herself is beginning to feel the strain of such a boom in the activities of the humans, and thus her soldiers have taken to the seas.
A new crew of pirates has come together, bend on defending Gaia by taking to the seas and pillaging these trade vessels. But the servants of the Wyrm are persistent, and the Weaver is clever. Wyrm-corrupted crews have taken to the seas as well, disguised as Navy vessels to protect the trade ships from the Fera pirates and others. Will this eclectic crew of Fera be able to combat the Wyrm here, or will their hopes sink along with their ship?
RULES
- I am the GM, so what I say goes. RollsTheDice has generously agreed to be my co-GM. So obey him, too. He's a friend of mine IRL. - Respect your fellow roleplayers. (Keep OOC chatter friendly.) - No power-playing, god-moding, etc. - One character per person. NPCs will fill in the gaps. - Violence is going to happen. Romance can happen, but keep it moderately clean in the topic. Take it to PMs or time lapse if it gets raunchy. Language… Well, we're pirates. Language is fine. Just don't go too crazy. - I'll control the main NPCs, but minor ones are up for anyone to grab. Within reason. - These rules may be subject to change as necessary. I'll let you know if I do change them. - Most importantly, have fun!
THE WEREBEASTS (FERA)
Garou - Werewolves
Spoiler: click to toggle Garou are the most common of the werebeasts that serve Gaia. They are her main protectors, the brunt of the physical force that protects her against the corruption of the Wyrm. Garou are constantly plagued by their rage, prone to frenzy in times of stress. Some are so full of rage that they would even attack their own pack mates in a blood-thirsty state of pure fury.
Unlike werewolves of legend, Garou are not created by an infectious bite. They are born as werewolves, though they do not experience their First Change until they reach puberty. Garou can be born as either a human (referred to as a homid), a wolf (referred to as a lupus), or a hybrid of the two (called a metis). Metis only result from the pairing of two Garou. If two Garou have a child, it is always a metis. Metis are extremely frowned upon because the Garou blood is too concentrated in them. They always have some manner of deformity, and they are sterile. They are born in the war form of Garou, which makes them strong right from the start, but also very difficult to hide from humans for the eight years it takes before a metis has its First Change.
Garou children do not always result when a Garou mates. If a Garou mates with a normal human or wolf, the result will never be a Garou. What will result is what is referred to as a Kinfolk, who is unaffected by the instinctive fear that overtakes humans upon seeing a Garou in their war form (called crinos). If a Garou mates with a Kinfolk, there is a 1/10 chance of the offspring being Garou. Otherwise, it's another Kinfolk. Kinfolk have none of the special abilities of a Garou, but they are useful for handing more human-suited tasks that Garou cannot easily do.
The relative rage of a werewolf is largely dependent on the moon that was in the sky when they were born, called their auspice. Ones born under a new moon, referred to as ragabash, are the most level-headed of the Garou. Crescent moon Garou are called theurges, and they specialize in more ritualistic and spiritual practices than the sneaky, trickster ragabash. Half-moon Garou are the philodoxes, prized as the judges of the Garou for their balanced mindsets. Gibbous moon Garou are called galliards, and they are the storytellers and lore-keepers of the werewolves. Finally, those born under the full moon are called ahroun. They are the warriors and protectors of the Garou nation, most prone to frenzy but also most likely to tear foes apart in seconds with their own teeth and claws.
There are several tribes to which a werewolf can belong, but for the sake of simplicity, we will leave the tribes out of this roleplay.
Garou have five main forms that they can take. The first form, like the breed, is called homid. In homid form, they look like a normal human. Nothing special whatsoever. If a Garou is homid by breed, they are not weak to silver while in this form, but they cannot heal supernaturally quickly in this form. The second form is called glabro. It is essentially a more bestial version of a homid, with small fangs, claws, more muscles, and fur. Some Garou can still marginally pass for human even while in the glabro form. Next is the war form, crinos. In crinos, the Garou is about nine feet tall and massively muscular. They look like the werewolves of legend, standing on two legs and looking like true man-wolf monsters. The fourth form is hispo, or the dire wolf. It is a horse-sized wolf with massive claws and fangs. The final form, like the breed, is lupus. It looks like a somewhat larger-than-average wolf, but otherwise doesn't look particularly special. Lupus Garou, on the whole, cannot pass off for being dogs while in lupus form. Lupus-breed Garou can withstand silver while in this form, but like homid, cannot heal supernaturally quickly in lupus. Metis cannot withstand silver in any form, but they heal quickly in all forms.
Corax - Wereravens
Spoiler: click to toggle Corax are the watchers. They listen. They learn. They report what they know to other Fera. Curious by nature, Corax like to stick their beaks into everything. The more they know, the happier they are. They do not get along well with Bastet, however, seeing as the werecats are too prone to holding onto secrets rather than passing them along to the other races. Corax are tricky, however, and not to be taken lightly. Unfortunately, though, their hollow bones are quite brittle and they cannot handle direct combat as easily as many of the other Fera can.
Corax are born in either homid or raven (called corvid) forms. There are no metis Corax, nor do they have auspices like Garou. Their breeding has nothing to do with genetics or chance like Garou. When a Corax wishes to have a child, it finds a likely mate and performs a ritual called Rite of the Spirit Egg. This makes an egg in the spirit world, which is tied to the baby's soul. The egg hatches when the child has its First Change.
The wereravens have three forms which they can take: homid, crinos, and corvid. Homid is, like with Garou, a normal human. Crinos is their war form, which looks like a bizarre mix of man and raven. They have wings, claws, a beak, and feathers. They are capable of flight, but are awkward in walking seeing as they have bird feet in this form. The third form, corvid, is that of a large raven. Corvid usually have about a four-foot wingspan, and this form is usually used for spying and fleeing.
Unlike Garou, Corax are not weak to silver. Instead, they are weak to gold. They are capable of frenzying like Garou, but it is less likely for them to do so. They also heal as quickly as Garou.
Ratkin - Wererats
Spoiler: click to toggle Ratkin are notoriously unbalanced, unpredictable, and often unstable guerrilla fighters. They seek to survive at all costs, knowing that the Wyrm and the Weaver are both huge threats to Gaia and are slowly destroying her. They use everything from outbreaks of disease to stockpiled ammunition to wreak havoc on their foes. Ratkin are found all over the world, leaving a trail of chaos, crime, and killing in their wake. When conditions are too rough, they find places to lurk, hide, and heal. They methods are often extreme, even in the eyes of the Garou and other Fera.
Wererats, like Garou, are born as homid, metis, or a rat form called roden. Rodens are unusually feral, homids tend to live on the outskirts of society, and metis typically grow up disconnected from human society and the "pure" rat life.
Ratkin called under the categories of Tunnel Runners, Shadow Seers, Knife-Skulkers, and Blade Slaves. Tunnel Runners are scouts. Shadow Seers hunt for spiritual secrets, walking the line between wisdom and madness. Knife-Skulkers strike deals and act as negotiators, assassins, and executioners. Blade Slaves employ dirty tricks and guerrilla tactics to get their deadly job done.
Ratkin, like Garou, are weak to silver. They never get lost underground, and they regenerate like Garou. Ratkin are also quite prone to frenzy, seeing as they are very violence-prone already.
Unlike the other Fera, Ratkin can pass on their curse by biting. If they bite a Kinfolk and perform a ritual called the Rite of the Birthing Plague, they can incite a First Change in the Kinfolk. Some successfully transform. Others die.
The three forms they can take are homid, crinos, and roden. Homid being normal human, as usual. Crinos is a man-rat hybrid that is slightly larger than the homid form, but usually has a slouch. Roden form is that of a rat, though the size can vary from Ratkin to Ratkin. It can be as small as a kangaroo rat or as large as a domestic cat. Roden-breed Ratkin have tiny opposable thumbs in roden form.
Bastet - Werecats
Spoiler: click to toggle Bastet are the Eyes of Gaia. Their curiosity rivals that of the Corax, but unlike the wereravens, Bastet like to hold their secrets among their kind. They have a love of knowledge, adventure, secrets, and carnality. Most are notoriously vain and painfully inquisitive. They tend not to spend much time with their own kind, though when Bastet do come together, it is often to trade secrets learned from the other Fera.
They have three breed forms: homid, metis, and feline. Unlike Garou, Bastet revere their metis. Also unlike Garou, Bastet do not have auspices. Instead they have three "faces." Their public face, the personality they share with close friends, and their "true face" which is known as a pryio.
There are three pryio: Daylight, Twilight, and Night. Daylight denotes a friendly, sociable, and nurturing personality. Twilight denotes a tricky personality that's even more inquisitive than usual. Night denotes a deceptive, solitary, and often very dangerous personality.
Like Garou, Bastet regenerate rapidly and are weak to silver. They have a common language that all Bastet share, regardless of where they were born or what manner of werecat they are.
Bastet have the same five forms as the Garou, though they go by some different names. Homid is the same. Sokto is the glabro equivalent. Crinos is the same. Chatro is the hispo equivalent. Feline is the lupus equivalent.
There are nine tribes of Bastet, each of a different sort of werecat:
Bagheera - Werepanthers and wereleopards, the wisest of their kind. Ruthless in war, but with an innate nobility, intellect, and calm. They are the most numerous of the Bastet.
Balam - Werejaguars, prized for their brutality in battle. They are few in number now, almost having been wiped out in wars and from their own reluctant to breed with persons outside the South American civilizations.
Bubasti - Werecats descended from the theoretically extinct cats of Kyphur. They are eerie and often despised, known as sorcerer-cats. And they are always hungry, whether it be for food, knowledge, or sensation. They are universally thin and uncannily attractive, usually of Middle-Eastern heritage. They have dark skin and hair regardless of their form, and their feline form looks like the large Egyptian cat-statues. They are very much built for stealth instead of fighting.
Ceilican - A European breed linked to wildcats and domestic species. They are rare, having almost been wiped out in the Middle Ages and Renaissance. They're known as "witch-cats," and often conceal their existence from other Bastet as well as humans.
Khan - Weretigers, and the most formidable of the Bastet. Known as "Bright Kings," they dominated the courts, temples, and jungles of ancient Asia and India. They are born warriors, but are often too trusting and passionate for their own good.
Pumonca - Cougar-folk native to North America. Once known as Storm Walkers, these brawny predators pick off people who have grown too evil or careless to survive.
Qualmi - Of lynx ancestry, the Qualmi are riddlers. They are also native to North America, and they rarely speak in straightforward terms. All things are a riddle, a joke, a tall tale, or a surreal narrative when dealing with a Bastet. They enjoy the company of Garou, and are more magical than warlike. They're also known as Riddle Dancers.
Simba - Werelions, "Lords of Sunlight." They are powerful, sociable, and arrogant. They consider themselves to be the brightest stars among the Bastet. And other Fera. They're bred from the bravest and most powerful people the Simba can find. Many have fallen prey to the teeth and claws of these Bastet.
Swara - Cheeta-folk who prefer to walk among spirits instead of staying in the mortal plane. They puzzle out the enigmas of the outer world, and are mainly descended from the peoples of sub-Saharan Africa. These "Silver Folk" care little for luxury or home. They are the only Bastet that can easily step-sideways into the Umbra.
Rokea - Weresharks
Spoiler: click to toggle Rokea are the oldest of the Fera, and they are legendary as vicious killers, ruthless pranksters, and uncaring predators. But aside from how they are seen, the shark-changers are simply meant to endure.
They have two breeds. Homid is the obvious one, and squamus is the other. Squamus Rokea are far more common than homids, born as some variety of shark. Such weresharks are the result of a mating between a Rokea and a shark. No metis exist among the Rokea.
If a Rokea mates with a human, the result is a Rokea Kinfolk (a kadugo). If that kadugo mates with a Rokea, then the child is a homid wereshark. Most Rokea actually hunt down kadugo and any Rokea that sired them, so homid Rokea are virtually unknown.
Rokea have three auspices. Brightwater Rokea are born during the bright day or the full moon, and they are the fiercest warriors among the Rokea. Dimwater Rokea are born when the sky is clouded over or when the moon is visible, but not full. Such Rokea are the balancers and judges of the weresharks, much like the Garou philodox. Darkwaters are born under eclipses or the new moon, and they are the mystics, shamans, seers, and explorers of the Rokea.
All Rokea are compelled to move, having a great deal of difficulty keeping still. Restraining one is an easy way to make it frenzy. Making a Rokea frenzy in general is an easy task, seeing as they do so even more readily than the Garou. Rokea regenerate as Garou do, including in their breed form (which the Garou cannot). Rokea do not die naturally, only perishing if killed. They cannot normally step-sideways, and they are weak to silver except in breed form.
Like the Garou, Rokea have five forms. Most, however, can only take on four of those forms. Their glabro-like form, called glabrus (or "Round Back") is only accessible to those that have actually spent time on land and learned to use it. Their homid ("Long Fins") form is that of a somewhat squat and ugly human. Their squamus ("Swimming Jaws") form is that of a shark, usually one of the larger species. The glabrus form is ugly with dense muscle and is hunched. Their crinos-like form is called gladius ("Standing Jaws"). Gladius form is ten feet tall, covered in sharp scales, and with a shark-like maw capable of biting an adult human in half. Apart from the shark head, dorsal fin, and even a shark tail, much of the rest of the Rokea in that form is vaguely human. Their preferred battle form is called chasmus ("Fighting Jaws"). It is of a massive shark, half-again the length of its squamus form. As already mentioned, the squamus form appears to be a normal shark.
Kitsune - Werefoxes
Spoiler: click to toggle Kitsune are the youngest of the Fera, created by Gaia with no real purpose in mind. Or so the story goes. The purpose they took on is to assassinate and raise up leaders, and thus guide the fate of nations. They are not warriors or berserkers, but are instead cunning, mystical, and clever. They survive by their wits rather than by sheer strength and regeneration. Kitsune are more fragile than the other Fera. Known as tricksters, they are revered as much as feared by their native Asian cultures.
Like Garou, they have three breeds: Kojin (homid), Roko (fox), and Shinju (metis). Their metis are not born disfigured nor are they stigmatized. Not every Kitsune/Kitsune pairing results in one, either. Werefoxes must beware when they mate, however, seeing as whenever a Kitsune is born, one or both of the parents may perish.
Kitsune follow one of our paths corresponding to a blending of two elements: Kataribe (clay, combining earth and water), Gukutsushi (fog, combining air and water), Doshi (lightning, combining fire and air), and Eji (lava, combining earth and fire).
Kataribe are builders and crafters, as well as lore-collectors and poets. Gukutsusshi are called dream-weavers, and they are illusionists and healers. Doshi are sorcerers and shamans who enslave evil spirits to use for their own ends. Eji are the warriors, but they must act carefully if they are the survive.
Kitsune cannot enter the berserk frenzy that causes so many other Fera to mindlessly attack. However, they can enter the fear-born fox frenzy, which compels a Fera to flee for its life. Kitsune are unable to regenerate their health as other Garou do, but they have no weakness to silver. The more respected a Kitsune grows among its own kind, the more tails it gains and the longer its lifespan becomes.
Kitsune assume five forms, similar to the Garou. Hitogata is the homid equivalent, always Asian in appearance. Sambuhenge is similar to the human form, but has whiskers, a tail, and fox-like features. Koto is a few inches taller than the Hitogata form and is the Kitsune equivalent of crinos. They tend to use Koto for courtly affairs, and they look like the typical human-fox hybrid that one thinks of when they picture a Kitsune. Juko is a form that looks like a wolf-sized fox. It can walk on its hind legs, and its mouth can wield weapons. Kyubi is the final form, which looks like an ordinary red (or, rarely, gray) fox.
Ananasi - Werespiders
Spoiler: click to toggle Perhaps the most powerful shape shifters in the world, but also the most disturbing. The Ananasi are capable of turning into creatures of pure nightmare or a horde of tiny arachnids. Some Ananasi serve the Wyrm, some the Weaver, and some the Wyld. In all cases, though, the Ananasi follow their imprisoned Queen, Ananasa, and seek to free her from the prison the Wyrm has trapped her in.
Ananasi are, for the most part, solitary Fera. Sometimes they work toward the same goals as the Garou and other Fera, and sometimes they work in opposition to them. It depends on the individual Ananasi. They fight and kill other Ananasi when necessary, but never when doing so would be at odds with their larger fight.
Ananasi are born to one of two breeds: homid and arachnid. Homid Ananasi are born to one human and one werespider parent, and they undergo their First Change at puberty like Garou do. Arachnid Ananasi hatch from egg sacs and must consume other spiders until they grow large enough to change forms.
Werespiders lack auspices, but they have something called aspects instead. This aspect denotes which of the Triat the Ananasi follow. Tenere (Weaver-Dedicated) work to restore the Weaver to its original senses and cure the madness that infects it. Hatar (Wyrm-Servants) wish to help the Wyrm become the Destroyer once again, rather than the Corrupter. They are quite willing to kill or wreck anything they must in order to achieve this goal. Kumoti (Wyld-Born) Ananasi fight against entropy, and they believe that change is good regardless of the form it takes.
Within each aspect are three factions. The Warrior (or Myrmidon) fights for its faction under the direction of Queen Ananasa. The Balancer (or Viskr), serves as a judge, wizard, and seeker of truth for its faction. The Questioner (or Wyrsta), acts as a counter to the other two aspects and dedicates its life to understanding the structure of the Great Web and its faction's place in it.
Ananasi never frenzy, lacking the pure force of rage that other Fera possess. They drink blood like vampires do, relying on it to survive. They do not regenerate, and all are venomous in their non-human forms.
Werespiders can assume four forms. Their homid form is a normal human, though with fangs so they can still feed on blood. Lilian form is a hideous combination of human and spider, though it varies between individuals. Some may be a human head on the upright body of a spider, others might be more centaur-esque with spider legs and a human torso. In any case, it's downright freaky. Pithus is a true nightmare of a form, even compared to lilian. It is a giant spider, with half-again weight increase from homid form, and is capable of spinning powerful webs. Crawlerling is the final form, and also the reason Ananasi are nearly impossible to kill. In crawlerling form, an Ananasi splits itself into thousands of normal-sized spiders. Some of the spiders in those huge numbers are the "leader" spiders which house the Ananasi's memories and personality. So long as those "leader" spiders survive, the Ananasi survives. Those "leader" spiders can eat normal spiders to build up enough mass to change into homid form even if most of the rest of the Ananasi's horde is destroyed.
Ajaba - Werehyenas
Spoiler: click to toggle Ajaba are the Garou of Africa, fulfilling the same role there as the Garou fill elsewhere in the world. Over time, though, the Ajaba have fallen to bickering and ended up in a protracted war with the Simba of the Bastet. Few Ajaba remain after that war, though they are slowly rebuilding their numbers. They live in a largely matriarchal society that rewards ingenuity and cunning as well as ferocity. They still bear a grudge against the werelions, though they mostly coexist peacefully with other Fera in Africa.
Ajaba have the same breeds as Garou: homid, metis, and their lupus-equivalent called hyaena. Metis Ajaba are hermaphrodites, and they occupy an odd role between warrior and mystic in the Ajaba society. Otherwise, females are leaders and men are mystics and advisors.
Werehyenas recognize two aspects, again determined by sex. Females of Dawn aspect are warriors through and through, filled with rage and prepared to lay their enemies to waste. Male Dawns resemble Garou galliards, acting as taletellers and teachers. Dusk Ajaba are more introspective and circumspect. For females, this meant they are assassins and stalkers, while males are mystics and poets.
Ajaba regenerate as Garou do, and they can also step-sideways. They have the same five forms as Garou, though with some different names. Homid, again, are human, though they are generally stocky and with thick, stiff hair. Anthros have more muscle, bristling body hair, and thick, muscular limbs. Crinos is much like the Garou crinos form, with crushing jaws and vicious talons. Crocas is the primordial war-form of the Ajaba, which is an immense hyena the size of a small bear. Hyaenid is the final form, resembling a normal hyena.
Gurahl - Werebears
Spoiler: click to toggle Gurahl are the healers of Gaia, and they were almost wiped out by the Garou in ages past. As such, Gurahl place no trust in Garou, or in most other Fera. They survived near-extinction by hibernating, and have only recently awoken once more to begin rebuilding their numbers.
Gurahl have two breeds: homid and ursine. They choose their mates carefully, using rituals and advice from spirits (and each other). Metis Gurahl, therefore, do not occur. Homid Gurahl are more common than ursine. Ursine werebears are often born in national parks, zoos, and, of course, the wilds.
Gurahl have five auspices like the Garou, but unlike the Garou, they pass through each auspice during the course of their lives. From the First Change until the Gurahl experiences its first real battle without assistance, it is an Arcas (new moon). From that point until it settles down a bit (usually requires taking a mate or claiming territory), it is an Uzmati (full moon). The next phase is one of remembering and learning history, the Kojubat (gibbous moon) phase, which is followed by a period of reflection and turning inward. During this Kieh (crescent moon) phase, the Gurahl learns rite and expands its knowledge. Finally, the Gurahl become and elder, a Rishi (half moon). At this stage, other werebears seek it out for guidance and wisdom.
It is difficulty for a Gurahl to frenzy, though they certainly have much to be angry about. They have strong wills, and a very sensitive sense of smell in all but their homid forms. Conversely, their sight is normal in homid form, but relatively poor in other forms. They do not hibernate, but they do get lethargic during the winter months.
Gurahl assume five forms, like the Garou. Homid form is that of a normal human, though they tend to be slow, thoughtful, and large. Arthren ("near-man") is like a stereotypical wild man of the mountains. They gain both height and weight, approaching the human extreme for both. They speak normally, though their voices are often guttural and harsh. Crinos is the same as a Garou crinos, though Gurahl are much taller (between 10 and 16 feet in height). Their fur becomes a dense, armor-like hide, and they can only speak in harsh monosyllables. Bjornen ("near-bear") is much like prehistoric cave bears. Taller and longer than contemporary bears, they have elongated claws and sharp fangs. They revert to instinctual "thinking" in this form and lose the ability to converse in any human language. Ursus is the final form, and it resembles normal bears. In this form, Gurahl tend to think like the bears they resemble.
Mokole - Weresaurids
Spoiler: click to toggle The Mokole are Gaia's memory, the monsters of the primordial past. For animal forms, they are alligators, crocodiles, Komodo dragons, and gila monsters. Their war forms, however, are saurian monsters, amalgams of dinosaurs. They remember the dinosaurs, and carry the lore of the Lizard Kings even to this day.
Mokole band in clutches and gather in wallows, usually in areas where humans and reptiles coexist. They don't seek out the company of other Feta (which they call Bete), but some younger ones are willing to speak with them on peaceful terms. Not the elders, though.
They have only two breeds, homid and suchid. Homid Mokole might come from Africa, Asia, Australia, or any other land that boasts large reptiles. Suchid Mokole are born as one of a number of different species of reptile. A Mokole's reptile form is called its varna.
Mokole are tied to the sun rather than the moon, and they recognize seven solar auspices. Rising Sun (Striking) are soldiers, hunters, and explorers. Noonday Sun (Unshading) are enforcers of the law, judges, or sentinels. Setting Sun (Warding) are guards, nurses, healers, and caretakers. Shrouded Sun (Concealing) are mystics, seekers, and shamans. Midnight Sun (Shining) are poets, artists, jokers, and masters of puzzles. Decorated Sun (Gathering) are matchmakers, coordinators, and organizers. Eclipsed Sun (Crowning) are the rarest of all Mokole and are the ruler-priests.
Mokole regenerate the same way Garou do, though they are weak to both silver and gold. They cannot normally step-sideways.
Mokole can take on three forms. Homid form is a normal human. Archid is the war form of the Mokole. In the nightmares leading to the First Change of a Mokole, it dreams its Archid form from the memories of the ancient past. As such, most Mokole have very different Archid forms. Some have thick hides. Some have poison sacs. Some have fins. Some have long teeth and claws. Some have webbed feet. Some have gills. Some have bladed tails. It depends on the Mokole. The final form is called suchid, and it has the appearance of some manner of reptile. Examples include American alligators, monitor lizards, gila monsters, saltwater crocodiles, and caimans.
Nagah - Wereserpents
Spoiler: click to toggle So far as most Fera know, the Nagah are dancers. The other Fera supposedly wiped out the Nagah, though the Nagah found a way to survive. They simply slithered into the Umbra to hide, and have been living there ever since. They do, however, venture back into the mortal plane to carry out their duties, but they seldom stick around for long.
Their purpose is to kill those who need to die, acting as judge and executioner in the name of Gaia. They travel in groups of two or three, choosing their targets and executing them carefully. Sometimes they come into conflict with other Fera, but they have much practice in staying out of sight. Most other Fera aren't even aware that the Nagah exist anymore.
Nagah have three breeds: balaram (homid), ahi (metis), and vasuki (serpent). Unlike other Fera, a female Nagah knows at conception whether the pregnancy will result in a new Nagah. She can choose to give birth to either a human child or a clutch of snakes, regardless of the species of the father. Ahi Nagah are not deformed, and they are cherished among the Nagah. Ahi must be taken into the physical world once every three months during their early lives, or else they become spirits.
Nagah auspices are based on the season in which they were born. Kamakshi (spring) Nagah are healers, motivators, and leaders. Kartikeya (summers) are warriors, zealous and bloodthirsty. Kamsa (autumn) are logical and introspective, relishing the mental challenge of plotting an assassination or solving a problem. Kali (winter) are ruthless and driven in all they do. They are direct and coldly efficient, eschewing complex schemes for a quick bite in the dark.
Nagah are partly amphibious, able to hold their breath for twice as long as Garou. They do not have easy access to the Umbra, despite spending so much time in there. They have decent eyesight in all forms, as well as a strong sense of smell. In all but their balaram form, they can inject their victims with a potent and often deadly venom. In some forms, they can even spit their venom, usually into the eyes of their foes.
Nagah have five different forms. Balaram is their human form. Silkaram is only slightly heavier than their balaram form, but is hairless and slightly slouched with slitted eyes and webbed toes. The fingers gain small claws, as well. Azhi Dahaka is the battle form of a Nagah. This horror is a massive serpent with two strong arms. Its head has a cobra hood, and it is in this form that the Nagah can spit its venom. Kali Dahaka is that of an immense snake, nearly 30 feet long. It resembles the breed of serpent that the Nagah takes on in its next form, called vasuki. In Kali Dahaka, the Nagah's sense of smell is so strong it can substitute entirely for sight.
In Kali Dahaka form, the Nagah has poor hearing, but can breathe in both water and air. In vasuki form, the Nagah is deaf to all airborne sounds, since it is dependent on vibrations passing through solid objects it's touching to "hear."
Nuwisha - Werecoyotes
Spoiler: click to toggle Nuwisha are Gaia's tricksters and pranksters, but their pranks aren't meant to be funny. They're meant to be memorable object lessons, and the Nuwisha excel at making an impression. Only a hundred walk the world at any point in time. The rest wait in the spirit world as part of a camp called the Umbral Danse. The hundred on Earth spend their time teaching harsh lessons.
The Nuwisha have two breeds: homid and latrani (coyote-born). Homids tends to grow up as the kinds of people that attract a lot of attention to themselves. Latrani grow up as coyotes, though a bit smarter than their fellows. Nuwisha are all spiritually new moon regardless of birth, in-keeping with their trickster ways.
Nuwisha regenerate as Garou do, but they are not weak to silver. They do not frenzy, and do not have the moon-linked rage that Garou do.
Nuwisha have five forms. Their homid form is that of a normal human, and can be of any race or ethnicity. They're not picky about mates. Tsitsu is similar to glabro, being stronger than the homid form and several inches taller. The main difference between tsitsu and glabro is that tsitsu do not get as much hair and they have no difficulty speaking. Manabozho is as close to a war form as the Nuwisha have. It's about eight feet tall, and can speak human languages with a deep and gravelly voice. It's essentially a mix between human and coyote, much like crinos but nowhere near as massive muscle-wise. Sendeh is the next form, and is a small cousin to the Garou hispo. They are easily mistaken for red wolves in this form, and they cannot speak. They can, however, mimic other sounds like laughter, sobs, or screams. The final form is latrani, which is indistinguishable from a normal coyote.
CHARACTER SHEET
Name: (first and last encouraged) Nickname: (optional) Gender: (obvious) Age: (be reasonable; we're relatively young Fera, so likely not older than twenties).
Race: (kind of Fera) Breed: (homid, metis, lupus, or equivalent dependent on race) Birth: (moon phase or equivalent birth timing, if applicable) Appearance: (describe at least the human, war, and animal forms)(pictures or descriptions acceptable)
Role on Ship/Occupation: (captain, first mate, cook, doctor, helmsman, navigator, etc, etc) Personality: (be descriptive) History: (include circumstances of your First Change and anything else that is notable about pre-Change or post-Change life)
Likes: (optional, but encouraged) Dislikes: (optional, but encouraged) Personal Goals: (try to have at least one) Kinfolk on Board? (yes or no) --If yes: (brief description of the kinfolk, including name, gender, relation to you, and role on the ship) Other Information: (optional)
ACCEPTED CHARACTERS/ROLES
Captain - Nathaniel "Blackwing" Ward, Homid Corax (That Butler) First Mate - Sergio "Surge" Hartz, Ursine Uzmati Gurahl (Juicesir) Intelligence Gatherer - Talen, Metis Shadow Seer Ratkin (Dream) Cook - Elly Espinn, Homid Ananasi (UnendingEmpire) Cabin Boy - Ashton Laurence, Homid Twilight Qualmi Bastet (understatedEloquence) Boatswain and Rigger - Mukiri Gathii, Metis Dusk Ajaba (Velkyn) New Shipmate - Shukla Verd, Homid Ahroun Garou (Enja) Enforcer - Axasiara Li'Sara, Squamous Brightwater Rokea (Kraveing_volkf)
I think we're not going to accept more people than those listed above, unless someone else drops out. Unoccupied roles on the ship will be taken by NPCs, so that won't be a problem.
So without further ado, start making your character sheets!
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