[Plotnotes] Karin's Intentions

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[Plotnotes] Karin's Intentions

Postby Karin on August 15th, 2015, 5:44 pm

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LONG TERM GOALS:
  • Gain some savings
  • Learn how to make a boat, and actually make her own boat
  • use this boat to explore the Suvan Sea
  • Find her father, and join a pod
  • Etc.!
Old OOC Plot plans: :
  • Dream thread wip planning stage currently http://www.mizahar.com/forums/topic60521.html maybe first thread leading onto second?
  • thread about Karin's recent history- need to establish why she's so grumpy a lot of the time (in word docs this is Discovering the Past (not finished, as it relies on other things?))
  • straight after the flashback thread, need to do thread about discovering she's afraid of heights. In this thread I need to write about her plans regarding her past and finding her father.
  • Would like to write a shopping thread and buy a book and some ink
  • JOB THREAD! Get a job at the Patchwork Port
  • After the shopping trip, would like to get writing lessons (more in depth than her average literacy) Maybe learn how to speak Fratva? (Or however it's spelt)


Personality: :
Before she talks to her mother about her past, she is a child who is lonely, doesn't think too much, enjoys nature and where she lives, but feels detached from everything.
After her mother talks to her, she is determined and filled with passion, mostly anger.
Most of her thoughts focus on finding her father, before she realises that it'll take longer than she realises.
Along the way, I want her to meet people, and make friends, or enemies.
She is difficult to like, as she is rather self absorbed.
I ideally would like her to make a Svefran friend who can teach her about Laviku.
Eventually, I would like her to get more laid-back.
Through time and as she grows up, I want her to realise that there's more to life than anger and bitterness.
Her mother will be ill, and Karin will reconcile with her and her father, maybe spending some time with her stepfather after her mother has died. (N.A.)
Step-father will return to Isurian-ness. (N.B. plan is to make ma and pa both go back to Sultros)
Karin eventually will become more rounded as a character, and hopefully develop relationships.
Her goal is to find her real father, but along the way, I want her to get distracted by the Suvan and start to learn it's ways. EDIT: Also travel and new places other than Alvadas.


CONCEPTS TO EXPLORE: :
Loneliness
Anger
Loving and living in a country that is not specifically where you were born/brought up (alienation etc.) (Comes from my experience with living in Wales)
Family and what is family (is it friends too, if they are close enough? What about forgiveness and acceptance?)
Education
Friends and friendships (boundaries, bonds, and why it's important not to be alone) (pushing friends away without really wanting to, having trouble letting people in)
Right and wrong (Karin is essentially a weak character, with flaws and selfishness. But has nice-ness too, and conflicting views. It might be an idea to have her give in to temptation in something or other- maybe pirating? But with help realising it's bad... or something. Sounds lame-o out loud xD )

Last edited by Karin on January 20th, 2016, 7:20 pm, edited 1 time in total.
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[Plotnotes] Karin's Intentions

Postby Karin on August 22nd, 2015, 5:54 pm


THREAD CHRONOLOGICAL LIST

Edited out because a thread chronological list is what CS's are for xD
Last edited by Karin on January 20th, 2016, 7:21 pm, edited 2 times in total.
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PIRATE FUTURE

Postby Karin on August 25th, 2015, 7:40 pm

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Possible futures.

PIRATE

Option 1 :
Karin has saved up enough money to buy a casinor and still have enough money to live comfortably.
She has had a tumultuous time, with many ups and downs. The main plus points being: greater freedom and more money, possibly friends? The down points being: massive arguments with her parents, and unable to come to terms with them, and not learning anything more about her past. Also frustrations in general and feeling trapped.
So, she leaves Alvadas and searches all over the Suvan, trying to find her lost pod. (She leaves Alvadas after drastic events inc. undead of Winter 515 AV on the Mischief roaming wherever the boat takes her, searching whilst she does.)
She doesn't find it, so she is lost and aimless, at a bad point in her life. She makes friends with some bad people who are pirates, and eventually encourage her to go pirating. (EDIT: Or magic messes with her brain?) She enjoys it, and takes pleasure in hurting other people, until she eventually finds her pod, as she's raiding them.
She looks after them, but is hurt when they don't trust her. One of them tries to convince Karin to stop hurting people, and she at first doesn't agree, she enjoys it so why should she? They are under her 'protection', so they don't need to complain...
The pod is looked after and taken with the pirates, but are constantly in danger from said pirates. Karin, after a long period, comes to realise this. She starts to work with the pod, and eventually they escape.
She will have a long time to adjust to family life again, and it will take a long time for people to trust her.


Option no. 2 :
Similar to this, is angry with parents, can't accept them, and hasn't found out about the past. Recieves a letter in response to a letter she circulated around the Suvan Sea, explaining where her father was, and that she has a sister! So, she learns how to sail, buys a boat, and goes to find them. Unfortunately, on a trip inland, either her sister or her father are caught by zith, and killed.

In fury, Karin would lose it, and kill as many Zith as she can, collecting their wings for no apparent purpose, until one day, her sail tears... and a vicious idea to make sails out of the wings occurs.

So, she would rampage across the Suvan with her zith wing basically pirate ship, and eventually take her rage out on not only Zith, but anyone that gets in her way. Not sure how this one would be salvaged.

Last edited by Karin on January 20th, 2016, 7:28 pm, edited 2 times in total.
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[Plotnotes] Karin's Intentions

Postby Karin on September 11th, 2015, 11:11 am


Gnosis aspirations:
Start worshipping Xulrav and eventually become a Stormwarden. http://www.mizahar.com/lore/Zulrav
Worship Laviku more and get second Oceanus gnosis. http://www.mizahar.com/lore/Laviku
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[Plotnotes] Karin's Intentions

Postby Karin on October 20th, 2015, 3:49 pm


Some more OOC plots:

Become a grader first.

After becoming a grader, eventually lead up to becoming the AS of the Suvan Sea.

Gain the ranks, become DS etc. ^_^

Last edited by Karin on January 20th, 2016, 7:29 pm, edited 1 time in total.
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[Plotnotes] Karin's Intentions

Postby Karin on January 8th, 2016, 5:53 pm

What are her goals for Winter 515AV?

She's feeling in stasis at the start of the season- simply switching off and doing her job. Towards the end of the season, she's more anxious about her future, and the events in Alvadas make her feel unprepared to face the world. After the season, she will want to get medicine training and weapon training- all of which will presumably cost, but she feels it will be more beneficial.

She will want to move out, but be unable to afford it, so she will simply spend less time at home and more time outside.
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[Plotnotes] Karin's Intentions

Postby Karin on January 20th, 2016, 7:10 pm

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PLOTNOTES LATE WINTER 515 AV - SPRING 516 AV

In Character
1) Leave her parents' home.
2) Leave Alvadas on the Mischief.
3) ***Search for the Pod she grew up with***
4) Get competent in a weapon skill
5) Get competent in sailing
6) Get competent in carving/carpenting
7) Work towards buying/making a casinor

Out Of Character
1) Write ten threads using a weapon skill
2) ***Practice sailing in every thread***
3) Thread with more people on travels
4) Do another GST
5) Grade more often (Syliras, The Kalea Region, places Karin travels to (Kenash, Riverfall, Lhavit(?))).

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[Plotnotes] Karin's Intentions

Postby Karin on August 8th, 2016, 11:35 am

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Late Spring-Summer Goals

IC Goals:

  • Progress her craft, and learn how to make boats properly.
  • Find somewhere to live...
  • ... Or buy a casinor.
  • Explore her newfound confidence and adulthood.
  • Talk to more Svefra.

OOC Goals:

  • Finish all job threads for Spring and Summer and get wages!
  • Finish all threads, basically.
  • Find another PC and befriend them.
  • Get competent in carpentry and quarterstaff.
  • Get expert in swimming.

Goals that she's forgetting or putting in the past to think about later:

  • Find her father, or her pod. She's not so bothered now that she doesn't have her mother there as a constant reminder.

Goals I'd like her to discover in the near future:

  • Become entranced by the idea of Syka, and sail there.
  • Learn shielding and apply it to boatmaking.
  • Becoming more educated- learning how to read and write properly, also learn how to do teaching and gain teaching XP.
  • Discover Xulrav and other gods/goddesses.

-Beautiful boxcode credits go to Aislyn Leavold!


Of the sea...
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[Plotnotes] Karin's Intentions

Postby Karin on October 19th, 2016, 7:39 pm

Create Musical Instrument Skill

I am writing this in conjunction with my play musical instrument skill writeup, simply because they work well with each other.

Introduction

Here I will put a brief spiel about musical instrument making.

Prerequisites and Related Skills

Although none of these skills are considered essential, it is helpful for a well-rounded musical practise to be able to understand, or use the following skills.

Music composition: This skill is helpful for performance, especially when trying to improvise a piece. *(Often, music composers will need to have competent or higher in at least two different kinds of musical instrument, as it is vital in composing to be able to understand the instrument you are composing for.)
Endurance: It may not look like it, but playing an instrument is hard work. Wind players especially have to develop a strong diaphragm, and in certain types of performance, the instrumentalist will need to be able to play for bells. Individuals with higher endurance will be able to play for longer, and maintain quality of sound.
Singing: This is not a necessary skill, but an instrumentalist who can sing will find it easier to pick up a tune and recognise note values.
Gadgeteering: Useful for creating higher end wind instruments, especially creating the valves and levers used in trumpets and other similar wind instruments.
Carpentry/Carving: Those making wooden instruments will rely upon this skill.

Instrument Classes

[Price List found here, with the majority of instruments listed].

    Stringed Instruments

These include: fiddle, pyfiddle, gamba, mandolin, lute, harp, and gea'tar, alongside regional and specific instruments that can be found in the relevant city lore page/codex.

The definition of a stringed instrument is any instrument which uses strings to produce a sound, whether that be bowed (pulling a hair bow across the strings to create a long, continuous sound), plucked (using fingers or a plectrum to create a quick, sharp sound or a short, soft sound) or strummed (dragging the fingers or plectrum across the strings to create chords - more on chords later!). Stringed instruments are usually made of a hollow wooden body, with gut or occasionally metal strings suspended over a hole in the instrument. This hole acts as a natural amplifier.

    Wind Instruments

These include: bagpipes, trumpet, flute, ocarina, alongside regional and specific instruments that can be found in the relevant city lore page/codex. Instruments are usually simple, and most often wooden or metal.

Wind players create sound by blowing through some sort of tube, with finger holes or valves to create different note pitches. Wind instrumentalists create sound by blowing through a one/two reeds or by blowing through a mouthpiece usually made of metal but can be other materials, shaped like a smaller tube or cone.

    Percussion Instruments

These include: Buckle drums, kettle drums, clappers, war drums, and rhythm rattles, alongside regional and specific instruments that can be found in the relevant city lore page/codex.

Percussion instruments are instruments that provide rhythm, and are vital in many types of musical performance as a way of regulating the beat. As such, they are often instruments to be hit with sticks or hands. Other methods include rattles which are often shaken vigorously or gently, depending on the desired effect.
Percussion instruments come in a wide variety of shapes and sizes, from the very small to the very large. Drums are usually some kind of roughly cylindrical shape designed to amplify sound, with an animal skin stretched over one end, whereas rattles and clappers are usually small and hand-held.
Most percussion instruments are made of wood, being the most common material. However, kettle drums are the exception and are made of metal.

    Miscellaneous Instruments

These include any instruments which don't comfortably fit into the above three categories, such as: the bellows organ, alongside regional and specific instruments that can be found in the relevant city lore page/codex.

Instruments that don't fit in the categories are few and far between in Mizahar. However, sometimes a newly invented instrument will surface, bearing no relation to the other instruments in its family. For this reason, it is difficult to list what a 'miscellaneous instrument' is. Instead, I will describe what a bellows organ is. This instrument is a keyboard instrument, in that it plays notes assigned to different keys similar to a piano-forte. However, it could almost fit into the wind instrument category, due to its sound being produced by air blown through different pitched pipes with the use of a bellow, or bellows.

Creation and Construction of Instruments

    Stringed Instruments

  • Materials required:
      >Wood, usually relatively bendy but durable.
      >Animal gut.
      >Horse hair, or any other long, coarse hair.
      >Glue.

The majority of string instruments are created with three main ingredients: wood, hair and gut/metal. Primarily the body of the instrument is constructed in separate parts from wood, and assembled with glue. Carpentry is essential for making string instruments. Different instruments also include a wooden soundpost, a post (or dowel) that spans the distance between the top of the instrument and the bottom of the instrument that changes the sound quality (otherwise known as 'tone') dramatically. String instrumentalists might have to reset this if it falls out of place inside their instrument.
For stringed instruments creating sound by drawing a bow over the string, like fiddles and gambas, the bow is a very important tool often overlooked. Bows are long pieces of wood with long stretches of hair spanning from one end to the other. There is a tightening mechanism that allows the hair to be tightened or relaxed for performance. The hair is usually horse hair, but could indeed be human hair, if long enough. Different hairs will produce different sounds, as smoother hairs will produce less sound than a rougher hair.
The strings are made usually out of the guts of sheep or goats, but sometimes cattle or other similar animals. The gut has to be cleaned and spun into string, often using multiple guts for different sized strings. However, other types of strings can be made from other materials. Silk strings are sometimes used for a soft sound, and metal woven strings have a loud and bright sound. Both of these are rarities, especially metal strings due to the difficulty in manufacturing.

    Wind Instruments

  • Materials required:
      >Wood.
      >Metal.
      >Levers.
      >Glue.

There is one main principle behind the construction of wind instruments, and that is the idea of turning ones own lungs into musical instruments. Often thought to derive as aides for singing, wind instruments come in a variety of shapes and sizes. These can be split into two categories: reed instruments and mouthpiece instruments. Most wind instruments are variations on a tube, such as the short, straight tube of a flute, and the elongated, twisted tube of a trumpet. The material of these tubes differ. Myrians well know that bone flutes are particularly easy to make, and produce are decent sound. Whereas another might swear by a wooden flute. Simultaneously, flutes can also be made out of metal. This means there is a much greater diversity of materials than with stringed instruments.

Reed instruments create sound by blowing through a reed. This can either be one or two reeds, and is the same principle as blowing through blades of grass pressed between your fingers. The vibrations cause a particular kind of sound, which can then be amplified by sections of tubing- what you'd call the instrument. Most reed instruments have a particular kind of sound, sometimes quite nasal. The pitch of the sound is altered by placing one's fingers on the finger holes of the instrument.

Mouthpiece instruments work by blowing sound through a mouthpiece. [Description of how a mouthpiece works to follow]

    Percussion Instruments

When your feet dance across sandy beaches, or a band marches through the streets, you will invariably hear the pulsing beat of a percussion instrument. Oftentimes considered the most basic musical instrument, for those that pour all their energies into it, percussion is a lively and exciting branch of the musical instrument family. There is a diverse range of percussion instruments throughout Mizahar, from kettle drums to rattles to clappers. Percussion is a vital part of bringing music to life. Without it, many musicians would fail to play in time, and would not be able to play well as an ensemble.

Drums are one of the most common forms of percussion instrument. They can be as simple as a hollowed-out log being struck by a branch. Most drums are roughly bowl-shaped, with stretched hide across the top. This bowl shape acts as the amplifier, so the bigger the bowl, the louder the drum. They can be made of many different materials,but the usual ones are metal or wood. Wooden drums are lighter and more portable, but metal drums last longer.

Other forms of percussion are things like rattles, clappers and maracas. Although these can be used for keeping the rhythm, they are more often used for effect, providing texture and flavour to a piece of music. Theatres often employ percussionists to provide musical sound effects. Instruments such as rain sticks (long, hollowed out poles filled with dry beans or rice) can be used to provide an atmospheric rain noise, for example.

Other percussion instruments include glockenspiels, xylophones and triangles. These are more tuneful than their compatriots, and unlike their fellows can be used to play a tune.

    Miscellaneous Instruments

These are the odd, the obscure, the weird and unreal instruments that don't fit in any other category. There are usually not many of them around, and what little exist are usually unique. One

Latest update as of October 19th- removed racial preferences and adaptations as it was too clunky and imo not necessary.



Info here
_________________________________________________________________

  1. Introduction
  2. Prerequisites and related skills
  3. Instrument classes (A brief description)
      a. Stringed instruments
      b. Wind instruments
      c. Percussion instruments
      d. Miscellaneous instruments (including keyboard and others)
  4. Materials and where to find them (e.g. Materials used, where to find materials, tools required)
      a. Stringed instruments
      b. Wind instruments
      c. Percussion instruments
      d. Miscellaneous instruments
  5. Tools and their uses (Techniques in general, especially focussing on specific musical instrument creation tools and uses)
      a. Stringed instruments
      b. Wind instruments
      c. Percussion instruments
      d. Miscellaneous instruments
  6. Luthiers, Wind Instrument Makers, and Percussionist Makers (Skill breakdowns)
      a. Stringed instruments
      b. Wind instruments
      c. Percussion instruments
      d. Miscellaneous instruments
  7. Magic, Gods, and Gnosis (Detailing how magic can be used, as well as godly instruments and a section on Rhaus
      a. Use of magic in musical instrument creation
      b. Godly influences and artifact list (for instance, gnosis-blessed instruments)
      c. Religion and associated connections with Rhaus, other gods.
  8. Notable instrument creators, including PCs.
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[Plotnotes] Karin's Intentions

Postby Karin on December 14th, 2016, 11:55 am

.

The Syka Shipwright


Location: Syka

Business Bells:
Closed officially every 20th day of the season (20th, 40th, 60th, 80th).
Open during daylight.

OOC:
If you require anything that Karin doesn't sell, just ask. If I don't know what the demand is, I can't get it in. ;)


"Laviku-blessed shipwright..."


Image


The Business

A Description:

Once completed, the Boat Yard resembles a small workshop, built over with a roof of wooden shingles. The walls are not entirely sturdy, and are made of a wattle and daub type of material. The inside is illuminated by the large front door that is basically the entire front of the building, and is not so much a door as an opening that can be covered by a sheet of tarpaulin come night-time.

Inside, almost the entire area is covered with all kinds of building materials and shipwrighting equipment. There is a distinctly 'woody' smell to the room. During the daytime, everything is transported outside to work, and any boats in production are covered securely with a tarpaulin and left outside, as there is no space inside the building. The floor is comprised of wooden boards. In one corner, a hammock is attached. Outside the door is a firepit, kept a safe distance away from shack.

There is no sign to tell you what the place is- Karin relies on people's commonsense to tell them.

NoteTo be built in thread of Winter 516

Items Sold

Item Price Source
Rowing boat 100 GM Made to order
Dugout canoe 10 GM Made to order
Oars 10 GM/set of two Made to order
Light harpoon 10 GM Stock
Float bladder 10 GM Stock


Boat Repairs & Maintenance

Type Price Location
Small* 40 GM At Boat Yard
Medium** 120 GM At Location
- - -
Hull clean (small boats) 15 GM At Boat Yard
Hull clean (medium boats) 50 GM At Location


*Small boats are canoes, kayaks, ship's boats and rowing boats.
**These include casinors and yachts, and the traditional sailing boats.
Please note: Currently Karin cannot work on ships any larger than mentioned, due to lack of staff and lack of resources.

Replacement Parts

Type Price
Rudder 75 GM
Tiller 40 GM
Hook 5 GM
Wheel 25-70 GM
Figurehead 40-100 GM



Business Sheet: The Details

  • Business Type: Goods & Service
  • Items Sold/Services Offered: Rowing boat (Made on premises)
    Boat Repairs (Outreaching service)
    Ship's Boat (Made on premises)
    Dugout Canoe (Made on premises)
    Oars (Made on premises)
    Replacement Parts (Made on premises)
    Light Harpoon (10 GM)
    Float Bladder (10 GM)
  • Base Income: Shipwright at 5GM/day
  • Skill Bonus: Karin is only novice at shipbuilding, so this remains blank
  • Sales Bonus: TBD???
  • Total Income: 5 GM/day
  • Assets: Simple Workshop: 600 GM (As Karin will be building the actual building by hand, this price is simply for all the equipment she will need, like saws, hammers, nails etc. She will be building the boats on land and rolling them into the sea, hence why she doesn't need a dry dock (also, the price is just a tad bit over her price range). All of her tools will be kept in the most simplest of buildings, and she will do the majority of work on the ship outside. If this doesn't work, please let me know!)
    Tarpaulin x2: 24 GM (taken from 'camouflage tarp' in the price list)
    Light harpoon: 10 GM
    Float bladder: 10 GM
    Light wood varnish (Small barrel): 8 GM (estimated price as not in the price list)
    Dark wood varnish (Small barrel): 8 GM (estimated price as not in the price list)
    Tar (Small barrel): 5 GM (estimated price as not in the price list)
    Rope (50 ft): 1 GM
    Local lumber (I ton): @1 GM/50 lb, with 2000 lb in a ton=36 GM (I think)
  • Total Debt: 702 GM owed to the founding triad.



Notes on Skills

Although Karin is quite lowly skilled, she has had experience at various shipwrights- in Alvadas and Riverfall. Currently she is employed at Wavemaster Shipwrights at RF, and once I have got her a boat, I am hoping to be able to sail back and forth to pick up supplies. This is long-term, and for now I will have to rely upon a) local supplies, and b) the Veronica. Thanks for looking, any feedback would be much appreciated! :)

.


.
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