“Court,” The captain said, dipping his hat and giving a comical bow her way. A wolfish grin played across his lips, making Court shrink away, feathers seeming to appear from nowhere along her cheeks.
“Captain,” she murmured her reply, fingers nervously playing over the compass in her long, delicate fingers.
“We’ve reached Sa’fir Coast, but there’s a deepening fog. Can you...?”
The young woman shook her head, feathers growing in her hair and along her neck now as the captain frowned, “S-sorry Captain Double Cross, but even I can’t navigate in pea soup... We’ll have to wait it out here...”
The man dressed in the finest of pirate duds (which were nice... once upon a time) scowled at the woman who turned into a, rather frightened magistrey who fluttered onto her bed.
“Tch...!” There was nothing more he had to say to that useless bag of bones and feathers. He had what he wanted and once the weather cleared they would leave with their latest haul.
~*~*~
You’d heard of the black beaches and had decided to go today because the weather was foul. Who would go to the beach on a cloudy day?
Apparently quite a few people. If you think white sand is hot in the sun, try sand that is black, huh? So there they were, crowding the beaches. Well, no, not crowding. It wasn’t a great day, true but the news had also forecasted fog and though the sand wouldn’t burn your feet in the fog, you’d be wet, cold and miserable. But a few brave souls were here, a few packing up to leave before the fog.
Unfortunately they wouldn’t get much of a chance as something approached the breach. The steady sound of paddles plopping into the water, pushing against it and being drawn out, repeated over and over until the bow of the boat hits sand. The sound is noticeable in the sudden silence; sand grating against black sand.
A moment of silence as the beach goers watched the boat and those in the boat watched the beach goers. Those in the boat, rough clothes, rough faces gave off shark like grins, wolves counting the sheep in the pen as their heads moved side to side. The beach watched in dumbfounded silence.
All hell broke loose.
You try to escape, to run. The sand is loose under foot and it’s like those dreams where you’re running and running but you’re not getting anywhere. A child, has to be a child no adult screams like that, runs past, or tries. He’s knocked down by the blunt edge of... what was that? Black, a blade that was decently large. It wasn’t metal what was...?
Didn’t matter, whatever it was or is has hit you upside the head. You fall forward, dark sand rushing up as the dark comfort of passing up rushes forward, both coming together to leave you blissfully unaware.
~*~*~
Your head throbs and you wake up, the world swaying nauseatingly side to side. Looking around you notice, hey, everything is shifting in this lazy side to side sweep and you realize that you’re on a boat. As you sit up, head still thumping you hear a familiar sound. It’s the sound of paper crinkling and you look to see that there’s a rather old piece of paper rolled up and tied with a silk black ribbon. You unroll the scroll to find a map of a ship, the ship that you’re on. In the lower left hand corner is a small note.
“Greetings Insufferable Dumb-Dumb,
I suppose you’re wondering where you are and who this is. You’re on The Amethyst Shadow a pirate ship which is controlled by a pirate by the name of James “Double Cross” Wolf. You may meet him, and other crew members aboard this vessel as you... do whatever it is you think is worth doing (escape being one of many options you may be considering since you’re a prisoner that might be the best one). I suggest staying clear of Double Cross and Shanks, myself. Really if you can’t bet a bit of an idea on what their like I suppose you can keep “Dumb-Dumb” as your pirate name.
Whatever you do be sure to consider in the fact that I’m watching you to be AMUSED, not bored to tears.
~ Zed”
R1: Use: Storage/Slave "Quaters". Where the room connects to R2 are canned goods such as food and the like, taking up about half of this very large room (this half is in varrying degrees of being full, depending on when the last time they were in port). This half is kept in good shape, unlike the second half which is partly squished together benches for prisoners (chains and all) and partly cages for any animals they may have on board... or prisoners if required. This area of R1 is usually quite a bit dirtier and stinkier. There's a covering of straw on the ground which is old and does nothing to hide any gross body odors.
Attaches To: R2
R2: Use: Storage. Here are foods that need to be used soon, such as fresh bread, fresh fruits or any damaged goods. There's also some barrels, boxes and chests crammed under the stairs. There could be something interesting tucked away under there.
Attaches To: R1 , R3
R3: Use: Kitchen/Galley. This is the kitchen and galley. Along the far wall is a long table since, well, there's not a lot of crew on this particular pirate ship and three of them don't eat with the rest of the crew. So those that do eat together eat in the kitchen. There's no fridge on this ship and most of the food is kept in the lower levels so the vast majority of the ships kitchen is counter space, a large sink (almost a tub) for washing dishes and a stove/oven set up.
Attaches To: R2 , R4
R4: Use: Get to Deck /Storage. There is a ladder here which leads to the deck.There are boxes, ropes, hooks and other parafenalia. Most olf the stuff here seems to be things the crew uses on deck day-to-day and also items used to board other ships? There could be something interesting here.
Attaches To: R3 , Deck , R5
R5: Use: Cleaning Supplies/Closet. Crew members leave their heavy/water resistent coats out here and boots. Primarily this room is filled with cleaning supplies. Mostly mops, brooms, ropes and scrub brushes. There are also items used to keep weapons in tip-top shape.
Attaches To: R4 , R6
R6: Use: Crews Quarters (empty). This room is easirly empty. The bunks (lined up on either side) are made but there are no signs of anyone really using this room. There is also a dark stain on the floor.
Attaches To: R5 , R7
R7: Use: Crews Quarters. Ah! Signs of life! A few beds here seem to be in use, though about half are empty. One bed is a mess (is that a whooppee cushion and an old piece of bread?) but the others are clean with a "lived in" feel to them. Each bed that is in use has a large trunk at the end where the owner of the bed probably keeps their possessions.
Attaches To: R6
R8: Use: Treasure Room. Anything of great value is kept here! It's locked up pretty tight, though.
Attaches To: R9
R9: Use: Navigator's Room. Here is where the ships navigator is kept. Yes, kept, as she is a prisoner of the Captain's. There are many feathers strewn about the room, all of them brown and white. There are pens, paper, maps along with other tools used to navigate and plot courses. Beyond that there is not much is this room besides a bed and dresser drawers beneath it.
Attaches To: R8 , R10
R10: Use: First Mate's Room. This room has a dark feel to it. Upon entering it is noticeably darker then all over rooms on the ship, even the rooms at the very bottom of the boat. It's not so much a lack of light but a lack of... life? This places gives most the creeps, even if all it is is a bedroom with bed and side table, even a book shelf (though the shelf itself does not contain many books, but instead weapons and strange devices). It is spotless but has a smell that is sour, like fall leaves that are wet and well into the rotting stages.
Attaches To: R9 , Deck
R11: Use: Armory. This room contains all the swords, cutlasses, daggers, throwing knives, guns and ammo you could ever wish. It's kept locked, for the most part, but all of the crew can get in without the key. The lock is more for show, anyway.
Attaches To: Deck
R12: Use: Crows Nest. A quick climb up the mst and you're here. There's enough room for two, maybe three people. It seems there's somebody already up there, looking down on all the Dumb-Dumbs aboard....
Attaches To: Deck
R13: Use: Captain's Quarters. You don't want to be in this room, honestly. It's locked up tight but even if it wasn't I wouldn't suggest coming in here. Sure it's nice with a big, fancy bed, a large wooden table with paper scattered over the top, some pinned down with daggers to show they hold some importance. But if Double Cross catches you here you better home he makes your death quick because Double Cross loves a good kheelhaulin'.
Attaches To: Deck
Deck: Use: ...? Seriously? The deck is the deck, end of story. Mind, it's foggy on the waters and thus visability is limited which has it's ups and downs.
Attaches To: R4 , R10 , R11 , R12 , R13
RULES
*Post only when a slot is open
* Once you join one event thread and leave you CANNOT join the other. You can only join ONE event thread and that's it! Keeping it fair guys.
* You can start in any room you please~ Just so long as you can justify it~ Like... give me a reason why on earth you'd end up in the Captains Room, which is supposed to be locked tight?
* You can only move ONE ROOM a turn, maximum. So if you start in the kitchen you can't magically end up in the crows nest. You have to go room by room.
* CLEARLY state what room you are in by either BOLDING or COLORING your selection. This goes for when you start and when you wish to go to a new room!
* You get FIVE (5) posts in here, before you are able to be kicked out. I won't kick you out before then, providing you follow all the rules.
* If you complain, whine or break the rules, I will make ye walk tha plank, and yarrr better be hoping there's no sharks.This is a game of chance, it's free and whatever you get has already been predetermined by a dice roll. So... yeah. Just don't do it~
* The crows nest is a NO START ZONE. That means you CANNOT start in the crows nest. You can work your way towards the crows nest (heck, you can be on deck and say you're moving towards the crows nest if you want!) but you can't start there or I'll kheel haul yah.
* This is the most important rule of all, so listen up. HAVE FUN! Seriously, if you don't Zed will force you to have fun. And his idea of fun is not what you'd expect to be fun.
COST
FREE
SLOTS
1. Sappheara
2. GrayGriffin
3. Elektra
4. Pickle
5. haunting-ur-nightmares
*Post only when a slot is open
* Once you join one event thread and leave you CANNOT join the other. You can only join ONE event thread and that's it! Keeping it fair guys.
* You can start in any room you please~ Just so long as you can justify it~ Like... give me a reason why on earth you'd end up in the Captains Room, which is supposed to be locked tight?
* You can only move ONE ROOM a turn, maximum. So if you start in the kitchen you can't magically end up in the crows nest. You have to go room by room.
* CLEARLY state what room you are in by either BOLDING or COLORING your selection. This goes for when you start and when you wish to go to a new room!
* You get FIVE (5) posts in here, before you are able to be kicked out. I won't kick you out before then, providing you follow all the rules.
* If you complain, whine or break the rules, I will make ye walk tha plank, and yarrr better be hoping there's no sharks.This is a game of chance, it's free and whatever you get has already been predetermined by a dice roll. So... yeah. Just don't do it~
* The crows nest is a NO START ZONE. That means you CANNOT start in the crows nest. You can work your way towards the crows nest (heck, you can be on deck and say you're moving towards the crows nest if you want!) but you can't start there or I'll kheel haul yah.
* This is the most important rule of all, so listen up. HAVE FUN! Seriously, if you don't Zed will force you to have fun. And his idea of fun is not what you'd expect to be fun.
COST
FREE
SLOTS
1. Sappheara
2. GrayGriffin
3. Elektra
4. Pickle
5. haunting-ur-nightmares