Hakan is a short, wirery sailor with a sharp eye and an easy grin. His collection of pistols and related paraphernalia are displayed prominently enough that anyone who knows what they are looking at can immediately tell he's a gun man. His equipment, the usual Lhazaar hodgepodge, is in surprisingly good condition for a man who handles as much explosives as Hakan does.
He has a tiny aberrant dragonmark on his left hand, but it is generally covered by a glove.
Born on board a ship to Khoravar parents, Hakan has been a sailor his entire life. He climbed rigging before he could walk, learned sea curses as some of his first words, and was taught math with a sextant and a map. Not so unusual a beginning for a Lhazaarite.
He was still a ships boy, armed with a crossbow in the rigging, when he saw his first firearm. Nominally a merchant vessel, the Swanmay engaged in what was only considered 'light piracy' by most Lhazaar ships. Which is to say that she carried cargo and passengers instead of relying on banditry alone. So the man with all the strange powders and tubes wasn't all that unusual sight among the passengers. When he began dealing out explosions from those tubes during a sahuagin attack, that marked him out as something else. Hakan was fascinated, and wasted no time pestering the stranger with questions after the battle.
In the years that followed Hakan grew into an experienced gun man himself, earning a name as a capable seaman and a deadly fighter with his explosive hand cannons. He joined Captain Belthis and the Maiden's Booty not long after the end of the Last War, knowing his skills would be better employed by Belthis the Bloody than some captain trying to be a merchant after the treaty of Galifar. With his sharp eyes and skill in the rigging, he can most often be found in the crow's nest of the Maiden, keeping an eye out for other pirates and likely targets.
Hakan has two great loves: the sea, and guns. A born sailor, he learned early on to be extremely careful with his other obsession least he damage or destroy the ship he currently lived on. Still, sometimes he forgets that caution. Otherwise he is an easy going man with a tuneless whistle and Lhazaarites view of other peoples property (that if they wanted to keep it they shouldn't send it out to sea on such poorly guarded boats).
Gaaten's Spyglass: The name Gaaten is recognized far and wide as a most famous watchman. It is said that his sharp eyes missed nothing while standing high on the walls with his famed spyglass. Rumor has it that the man saved the city-state of Thasselea by an invading fleet sent by the archlich Xanadu. The details are lost in the telling but the general consensus is that he was able to see through the magical disguises of the heavily armed lead vessels and sound a warning in time to rally a defense. Of course, few bards are remiss in relating the amusing end to Gaaten's illustrious career. Apparently he tripped over a crack underfoot and fell over the walls to his death.
In addition to operating like a normal spyglass, Gaaten's spyglass can cast the following spells that are useable only while peering through the glass. All spells are at 11th caster level. -See Alignment 2/day -See Invsibility 1/day -True Seeing 1/week
Routine Spells(Cast in Downtime book ward (charts, holy books, ship sails, rope, barrels/cargo) - 7 days/casting
Useful Spells ancestral communion (knowledge checks) skeleton crew (good for stealing an entire ship) symbol of healing (if we can boost caster level to 10, worth making permanent on the ship) eidetic memory (take 20 on Knowledge checks) trade wind (2nd, 25% increase in ship speed) Valiant Resolve (for tough fights, this would probably be worthwhile-- DR 10/-- essentially) Beneficient Breeze (very useful for ship fights potentially)
Special Sub-Domain: Hungry Depths (Ocean + Flotsam)
Granted Powers: You can manipulate water and mist, conjure and control objects, and pull up flotsam from the briny depths.
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sift (Su): Once per day at 6th level you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp x your cleric level. This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself. At 12th level, objects you retrieve are not broken. At 20th level you can retrieve objects worth up to 5,000 gp. If retrieving an object which would not normally float, assume it rests on top of, or is entwined with, debris that does float. Objects retrieved in this manner disappear after 24 hours if they haven’t yet been used up or otherwise destroyed.
Wish List - Rope of Climbing - Boots of Winterlands - Dust of Tracelessness - Meridian Belt (wear 4 rings, swift action to switch between them) - Efficient Quiver - Muleback Cords - Banner of the Ancient King (+4 to bardic music level) - Feather Token (Anchor, x4; Tree, x1) 300 gold (--) [craft|DC 17] - +1 comfortable mithril breastplate (0 armor check penalty) - guided weapon(s) [+1 property, substitute Wisdom for attack and daamge]
Custom Item The Great Divide: Years ago The Devourer realized that his very nature and religious doghma are very destructive to his mortal worshippers. In order to preserve the lives of his most faithful servants, The Sovereign of Wave and Whelm carved out a very limited number of talismans from the clawed fingernails of his left hand. The talismans were sent to the clergy to be desseminated amongst the most important crusaders of their kind. Or at least that is the story told by the upper echelons of the faith. To most people, the talisman appear to be nothing more than an obsidian necklace carved to resemble the 5 sharpened bones of The Devourer's holy symbol.
This night black talisman functions as a holy symbol to any follower of The Devourer and are useless in the hands of those that are not true worshippers. It confers the ability for the wearer to choose to channel either positive or negative energy for each use of their Channel Energy ability. In addition, the wearer has command of the Selective Channeling feat. The Great Divide does not show as a magical item except to followers of The Devourer who are using Detect Magic or the like.
The Shark is a tall, whiplash thin man with hair the color of the crusted salt that accrues upon every surface exposed to ocean spray. A hawklike nose and sharp features have weathered the passage of time well enough, with the skin stretched tightly across a hard face. Close-cropped hair lies closely along the skull and down the jawline, where a thin beard provides some definition to an otherwise unremarkable jaw.
The skin, while showing his years, is unweathered by the winds and tides despite a life spent upon the seas surrounding Khorvaire and his arms show the lean, corded muscle of a man who has worked hard among the crews of more than half a dozen oceans for decades with little excess. A hard man, the Shark was granted his title by the clergy of the devourer for his ruthless devotion to their deity-- a loyalty that he extends to his current crew so long as they pay service to the sovereign of wave and whelm.
Just over fifty years of age, the Shark stands high in the ranks of the clergy of the Devourer and has followers scattered across most of the oceans surrounding Khorvaire. As has been his practice for nearly twenty years, however, he seldom commands and serves instead upon ships of some prominence in the ocean he is visiting. Heeded, he can be an asset to any captain, but is ignored at their own peril.
Arrogant after decades of command and sure in his own beliefs, the Shark can be hard to get along with. However, he is willing to follow orders on a ship so long as they make sense and the person giving them is an adept sailor and commander-- and acknowledges the primacy of his deity upon the seas.
His devotion to the Devourer is unquestioned and he has demanded that entire ships convert in the past. While he believes any true sailor will give the sovereign of wave and whelm the whole of his belief, he is willing to allow those who worship multiple deities to continue to do so, so long as his deity has a place of primacy among them.
He has been known to withhold healing from those who refuse to acknowledge the Devourer entirely, though he will not kill them unless his deity or his superiors demand it: the Devourer will take the man in his own time.
The Shark has served the Devourer for decades, passing from ship to ship as his deity decrees. While his presence has never prevented a ship from experiencing the storms and vagaries of ocean travel, he has not yet been upon a ship that was wrecked by such weather. Those that he has left behind, on the other hand...
Cold eyes stared out over the shifting, roiling maelstrom that had turned the placid waters of the Barren Ocean into a deathtrap for any sailor. A spar on the ship that had cast him out snapped as he stood upon the shifting surface of the ocean, untouched by the worst of the weather: the Devourer had chosen to spare his servant yet again it seemed. He had warned the fools upon the ship, told them what would be necessary to save themselves and they had cast him aside rather than allow a few of their fellows to sate the hunger of his god.
Ignoring the gusting wind that carried distant screams from the sinking ship, he turned away from the sight, his former comrades already forgotten. Beginning to walk, he pondered his past as the ocean churned beneath his boots, the whirlpool which had formed behind him sucking at the sky as if it could swallow the stars above.
Perhaps it was time to emigrate to seas where his master's touch was more directly felt and the sailors upon them more aware of his presence. Over the past ten years he had moved from ship to ship, impressing upon the fools who served on them who the true master of the seas was and instructing them in his worship.
The work had been necessary, but there were those who he could trust to continue it in these waters now. The Devourer would continue to get his due and he could move on... perhaps to the Lazaar. It had been nearly twenty years since he was in those parts, not since well before the last war ended and fleets fed entire ships to the sovereign of wave and whelm.
Nearly 15 years had been spent along the principalities and while he had served the Devourer even then, it had been in some respects secondary to the commands granted to him by the Brelish. Older now and wiser, he saw little point in the captaining of ships when the souls of their crews were more important. The authority granted by the crown paled next to that given to him by his god and those who were wise recognized as much.
Noting the reduced wind and a certain measure of light that was now penetrating the stormy skies, the priest of the Devourer knelt, placing one hand upon the surface of the sea. Eyes closed, he tested the current, noting the sucking, powerful draw back towards the eye of the storm had vanished. His master's presence nearly gone, he took advantage of his blessing and plunged his hand into the slate gray surface of the sea with a brief prayer.
Wood brushed his calloused fingertips and he seized upon it, standing and pulling the object up with him, its natural buoyancy aiding in the process. A grim smile crossed the Shark's face as the rowboat shot up from the depths, surging out of the waves like a barnacle covered dolphin leaping from the sea foam. Running his hand from keel to stern, seeping cracks sealed themselves and coral and barnacles dropped from the hull into the depths.
Stepping into the boat, the older man ignored joints that were beginning to protest and bent himself to the task of returning to civilization, lean, corded muscle flexing in back, shoulders, and arms as he settled into the rhythm with the oars that would take him across the leagues of ocean separating him from land. It didn't matter how long it took, for the Devourer would provide, his master secure in the knowledge that all that he granted would one day return to his grasp.
1 - 15 years old (Breland): Grew up in Breland, pressed into the navy after stowing away on a ship
15 - 18 years old (Thunder Sea): Served on a number of ships, entered into the service of the Devourer after a ship's chaplain converted him.
18 - 32 years old (Lhazaar Sea): Served as captain on a number of Brelish frigates, mostly keeping some of the Lhazaar pirates, privateers, and princes in check where possible and out of other oceans
32 - 36 years old (2 or 3 oceans in which major naval action took place): Resigned commission to concentrate upon the spread of the Devourer's religion among the navies of Breland
36 - 40 years old (all 10 oceans): Relinquished his old name and left the navy entirely to begin a pilgrimage to all of the oceans of Eberron.
40 - 50 years old (Barren Sea): Granted the title of the Shark and given responsibility for spreading the religion's hold upon the sailors of the Barren Sea after ending his pilgrimage there
50 years old (Lhazaar Sea): Beginning of the adventure, making his way to the Lhazaar Sea again after 18 years.
3/3 Prestidigitation (Sp): std 3/3 Wildshape: std 2/2 Stunning Fist: as part of an atk 8/8 Fire Bolt: std 3/3 Metamagic Rod of Reach: as part of casting 2/2 Pearl of Power: std 1/1 Feather Fall: immediate 3/3 Deflect ranged attack (per week): free
- Rox used to be LN but he slowly slid towards N over the years.
- regarding "Craft:nature" (actually "Craft from organic materials"): I made that up, for fluff. It means he's good at working with natural/organic materials like wood, leather, fur, bone, ... to produce all sorts of items (clothes, armor, ...). He isn't trained in metalworking nor in alchemy. (To be approved by DM)
- thanks to Master of Many Styles, Rox does not need to meet the prerequisites for Snake Style. Large shape: +4 Str, -2 Dex, + 4 NA AC 20 - Touch 16 - Ff 18 (+4 Mage Armor) - CMD 28 Fort +10 / Ref +7 / Will +13 CMB +12 Unarmed +10 / 1d8+7 Fire Bolt +5 / 1d6+2
Body Head Face Shoulders Neck Hands Ring 1 Waist Feet
belt belt belt belt
Druid's Vestment (looks like a sailor's outfit) Headband of Wis +2 Earring of Sense Motive +4 Cloak of Resistance +1 Amulet of Might Fists +1 Shark skin gloves Ring of Illiviar Belt of Str +2, Dex +2 Shark skin boots of Ride +4
Scrolls (12 lvl 1, 2 lvl 2): Lesser Restoration, Resist Energy, Faerie Fire x2, Share Language, Touch of the Sea, Wartrain Animal, Align Fang (SC), Silvered Claws (BoED), Mistsight x3 Wands: Speak with Animals 10ch, CLW 20ch
Shaving kit Loaded game dice (superior) Bedroll 100gp left
Kya's gear~ Carrying capacity: 1384lbs
Armour Neck Shoulders Waist
MW studded leather barding Amulet of Mighty Fists +1 Cloak of Resistance +1 Belt of Str +2 Muleback cords
Military exotic saddle of Ride +2 Saddlebags x2
250 2500 500 2000 500
C C C C
Lesser Metamagic Rod of Reach Pearl of Power I x2 Silk rope MW Manacles
3000 1000 50 50
Ring of Illiviar Illiviar was once a powerful battlemage said to favor attacks from the air. He gained his reputation as leader of a mercenary band rumored to have operated from the backs of hippogriffs. Due to the inherit dangers of his chosen profession, Illiviar was said to craft a ring that would provide him with defenses against the major threats to someone riding a mount. Of course, his defense against ranged attacks availed Illiviar little good when he was unable to pay the fees to his mercenary band. His supposed defenses were useless against claw and lance.
- This ring offers similar protection to the wearer as that of a ring of featherfall. However, it is intended as an emergency backup and thus can only activate the spell once per day. - The ring also operates as does a ring of counterspells. - Finally, 3 times per week the ring can be used to deflect either a ray spell or the attack of a ranged weapon. It operates as the deflect arrows feat. Special: these abilities are all usable even when the bearer is wildshaped.
The most striking thing about Rox is that the top of his head is perfectly smooth: he was going bald in spite of his fairly young age, so he has taken to shaving the remaining hair closely. He often has scruff on his face, however, and is otherwise fairly hairy.
He is fairly muscular, and the clothes he wears - open, short-sleeved shirts and torn trousers - make this very apparent too. It is not that he wants to show off - half the sailors are as strong as he is - it's more that he can't bother to dress proper like landlocked folks (and bodylocked folks, those who cannot know the joy of polymorphing) do.
There are a multitude of small scars all over his body. People wrongly assume he has gotten them in countless brawls, when in fact only a few were caused that way (but it helps his reputation as a tough guy, so he keeps mum). In truth, they were caused mostly by claw and beak and teeth: they are a tangible proof of the tough love the animals he's reared or taken care of have showered him with throughout the years. He's partly to blame for it, for he believes in getting up close and personal with his charges, rather than using manacles, chains and whips.
He has brown eyes and a tan skin.
One of his teeth (the top right premolar, to be precise) is missing, but he doesn't smile that much so it is not readily apparent.
Most of the time, Rox is soft-spoken and as kind as a pirate can afford to be. Yet he is quick to anger. Once his primal ire is well and truly aroused, it is terrible to behold. His friends know that by now, and mostly they sense when they can nettle him and when they need to tread carefully. He is called Weathervane - and sometimes nicknamed "Weathy" - in part for his weather predictions... but mostly because of his mood swings. To the contrary, when he begins a fight not in a state of anger, he gets eerily focused. His sharp mind allows him to sense the flow of the battle even as he trades blows.
He loves the wild but does not respect it: to him nature is a challenge to be overcome, and thrill will be had while doing so - not unlike stealing an egg from a Roc's nest, or staring down a pride of lions. At the core of his faith is the belief that nature is destined to be shaped by man. In his own little - oh so little - way, he is a part of that bigger design. He violently opposes gratuitous acts of destruction by anyone, however, and in that he is more like other druids.
He is something of a ladies' man, but his tastes in women run counter to classical beauty canons: for instance he has a thing for women with broken noses. He likes them strong-willed as well, which means he is sometimes the one getting led on a merry chase. Due to this oddity of his, he has never courted Tasia. This is just as well since it would have most likely ended up with him getting knifed in the kidney (depending on how the story unfolds, the perpetrator would be another suitor of hers, her father, or herself) and thrown overboard.
Editor's note: dear reader, be warned that Rox is not exactly the best storyteller around... His general lack of charisma is no help, but he also has little experience in that respect: he has spent much time with animals and they don't need elaborate narration. Giving credit where it is due, he is actually better in Halfling, thanks to the time he spent around Talentan campfires, listening to the halfling's legends - and to their jokes.
"Yep, he punched me!" Rox rubbed his jaw absent-mindedly. It was quite obviously fine now, but the memory was triggering the unconscious gesture. "He had reason, mind you. But still..."
"It all started when the Captain saved my life. Well, no, actually, it started a long time ago, in the streets of Regalport, but I won't bore you with my childhood, the institution they put me in, then my headlong flight. I erred on the Lhazaarite coast, crossed the mountains into the Talenta Plains - I survived only through thanks to the kindness of travelers. There I dwelt and learnt those little 'tricks' you've seen me perform time and again. There! Years of life retold in mere seconds." He smiles, the gap where his missing tooth should be flashing briefly into view.
"Anyway, I had been left stranded on a rock in the middle of the ocean, my hands tied... A regrettable misunderstanding, if you ask me. That merchant's daughter wasn't worth the fuss. But as it turned out the fur trader was rich enough to offer her my head - my head, the ship mage's! - on a plate when she came crying to him. True, I spurned her after getting her into bed, but she wasn't unwilling like she pretended afterwards...
There I am, going on a tangent again. I couldn't spellcast worth a damn, couldn't morph at the time and the wind was rising, the waves growing angrier. You think you hurt because you lost an arm and a leg? Trust me: staying on that god-forsaken piece of rock in the middle of nowhere, despair creeping in on me, as well as hunger and thirst and despair again, my skin flayed by the salty lashes of the incoming storm, I felt much worse than you ever will.
Editor's note: quick background info on the Talenta plains for the reader who hasn't yet read Thilas' excellent treatise on the Geography and People of Khorvaire: they are inhabited by tribes of halflings, who have domesticated dinosaurs and ride them.
They have tried everything. First they let Rox care for the younger dinosaur mounts, to let an affinity develop at its own pace. Then they let him meditate at night under the starry sky. Among the numerous spiritual exercises he had to cycle through: he had to look at his hand and imagine that it was not his hand. Then they showed him the metamorphosis dance, a performance around bonfires at night mixing drums, songs and acrobatic performance with actual shapeshifting, all performed by the shamans themselves. Even the wizened Elder participated, vigorously clapping his hands together. He was made to bond one of the dinosaurs, and told to mimic him for a whole hour.
Yet every time he was supposed to morph, he failed. In spite of the precise instructions of his mentor Lilkor, a renowned shaman who had successfully trained tens of young people before him. In spite of the ingestion of the mind-opening peyote. In spite of the traditional blessing of two maidens' kisses, one on his belly for the fire of life, one of his left foot to lead him on the right roads through the Plains and back.
They tried to leave him three days in the sweat tent with only water to drink. Then they buried him with only his head above the ground.
Rox was strong-willed, but he ended up quitting. It was heart-breaking to be without a home again, but he could not go on like this, and had to figure himself out. (Which was the point of the second, gruesome half of the trials he had been put through, he later learned: he had to leave and had to reach that decision himself.) How to change a lifeShow
The recipe is simple, but you will not find the ingredients in all of Eberron if you're not lucky. For Rox, it took a Kalashtar and a Half-Orc, met by happenstance - as unlikely a pair as one can imagine. The Kalashtar was some kind of mystical sage and martial artist, devoted to the bringing of light into the world. The Half-Orc was a Gatekeeper, a druid of the Reach, of a tradition entirely separate from the Talentan shamans but perhaps even more respectable, devoted to keeping insane aliens out of the world.
With the druid he discussed spiritual matters: magic, and powers, and the bond with nature. With the martial artist he trained his body. At first it was simply so that exhaustion would help him stop thinking and ease him into slumber. But then it became a thrill of its own.
Then they switched things around: the half-orc nomad trained him in physical matters, while the monk made him question his principles.
Odd as it may sound, the three of them never agreed. Not on a single point of philosophy, not even on what they should have for their next meal. Yet their help was invaluable, for it let Rox find his own way. As a man and as a druid, he would not blindly choose Nature's side in its inevitable conflict with Man: instead he would back the latter, and in doing so be in a better position to guide his hand.
When he returned, 5 months later, he sat with the shamans and transformed into a panther. Though some shamans frowned - disapproving of his disregard for the dinosaur shapes, most noble of forms - most rejoiced: he had found the shape of his heart.
Rox has found his place on the Maiden's Booty. In day-to-day goings, he helps with repairs, manning the ropes, scouting ahead, often even providing some fish he caught or birds he hunted to diversify the crew's meals. He has picked up a basic knowledge of sailing from this, but he's never been interested in mastering it.
When conflict is at the horizon, he can infiltrate enemy ships or a targeted town with no one the wiser: who will suspect the seagull who landed on the railing, or the dog wandering aimlessly through the streets? Once or twice he's practically taken out an entire ship by himself (one of his tricks is the following: warp the rudder to make it useless, light up the ship's powder reserve... and wait for the Black Maiden to arrive and clean up).
Lately, he has had the feeling that a storm is coming... But is it his weather sense talking, or something more primal?
His best friend and animal companion is a Roc, named Kya. He stole two eggs long ago from a Roc's nest and attempted to rear the hatchlings. One died not long after birth, the other... is Kya.
Rox is overall pleased with where he's gotten: Kya remains much smaller than her wild kind, but it is a known fact that tamed rocs never grow as big. He's managed to make her incredibly smart for an animal: she understands hundreds of words in Common ; she's also stronger and more resilient than any tamed roc he's seen.
Their bond goes beyond words, given how much they've shared over the years.
Aboard ship, Kya has made her nest in the crow's nest on the secondary mast, which is thus unusable. Neither the crew nor the captain mind much, however, for they've seen how fiercely Kya fights for their side.
Note: I've kept the Eberron flavour light, but Rox could easily be(/is probably) tied to House Vadalis, the dragonmarked House that specializes in breeding creatures.
Race Abilities Low-Light Vision Adaptability: Skill Focus (UMD) as a bonus feat Elf Blood: Count as both human and elf Elven Immunities: Immune to sleep, +2 saves vs Enchantments Keen Senses: +2 Perception Arcane Training: Count as a Witch one level higher for using spell trigger and spell completion items.
Armour: Witching Gown (+4 saves, +4 Bluff, Diplomacy & Intimidate, Disguise, Spite) (cr = 16,625gp) Neck: Amulet of Natural Armour +1 (cr = 950gp) Head: Circlet of Spellcraft +3 (cr = 427.5gp) Hands: Gloves of Magical Aptitude +3 (+3 UMD) (cr = 427.5gp) Face: Mask of Vayeties (+3 Deflection AC, Scrying 1/week, improved Harrowing 1/week, not equipped by default) Mask of Vayeties Show
The origins of this particular mask are completely unknown and it resists any attempt to discern them. This plain, wooden mask appears to be made from teak and has been stained a dark brown. The front is polished to a high gloss and it is held in place by a simple black ribbon attached to the mildly padded back. The front has two small rectangles for eyes and a third rectangular hole for a mouth. Two tiny slits are situated where the nose would rest. It appears to have been constructed by some tribal shaman but the magical aura surrounding it speaks of a foreboding past.
While worn the mask provides a +3 deflection bonus to armor class to the wearer. It also conveys the ability to the wearer to cast the Scrying spell so long as it is on the wearer's spell list. The spell can be cast once a week through the mask. The mask serves as the focus required for the casting of the spell however, only the wearer is privy to the visions granted by the mask. Additionally, once per week, the mask conveys the ability for someone casting a Harrowing to increase their luck. When drawing cards from the harrow deck the first 6 cards are drawn and the caster can select the 3 cards of their choice, the other 3 to be discarded. If worn for more than 8 hours or during sleep, the wearer begins to suffer migraines and terrible dreams that leave them fatigued.
Masterwork Blowgun (302gp) with 20 Darts (1gp) Wand of Cure Light Wounds, 20 charges (300gp) Wand of Shield, 20 charges (300gp) Wand of Grease, 10 charges (150gp)
Magdarial has long, white hair and piercing blue eyes. She's slight of build but has an imposing presence which draws attention. However, thanks to her Witching Gown, she can appear almost however she wishes, often opting to pass unnoticed as an unremarkable commoner or sometimes a sailor.
"'Tis said to be bad luck to have a woman aboard, especially this one... but believe me, 'twould be far worse luck to get on her bad side."
Sailors are a superstitious lot, and loathe to spend more time near a witch than is necessary. However, pirate crews in particular often find Magdarial's assistance invaluable, even if they do distrust her, for she strikes as much fear into enemy sailors as their own pirate flag. Before any great undertaking, Magdarial usually performs a Harrowing, and begins any attack by casting the evil eye over the ship's foes, sowing terror amongst them.
The Witch is also an expert in potions and poisons. Magdarial spends a long time boiling and brewing one concoction or another, whether an elixir capable of knitting flesh back together, or a wicked toxin to coat one of her barbed darts. She seems to have something of a morbid fascination with her creations, constantly experimenting to produce the perfect result.
Typically, Magdarial maintains a somewhat distant and aloof persona, remaining a little apart from the rest of the crew. Whether this is to bolster her air of mystery or whether she simply sees herself as superior is unknown - perhaps both. Regardless, she usually keeps to herself and rarely engages in frivolities. When the situation calls for it, however, she is perfectly capable of blending seemlessly into any social setting, and seems rather to enjoy masquerading as a wealthy merchant or minor noble. Perhaps she enjoys reliving the care-free days of her youth, or perhaps it is the act of deception itself which appeals to her, but between her illusion magic and her convincing ability to lie, bluff and impersonate, she is capable of being something of a chameleon when necessary. Though she rarely shows it, she also has something of a mischevious side, and enjoys shattering people's preconceptions about her.
Magdarial is something of an enigma to many who come across her - and who do not hasten on their way. Her actions can seem unpredictable, and she seems to hold little regard for order or law. However, Magdarial is far from spontaneous or chaotic, she merely follows her own set of rules. As she sails the waves, she sees the timelessness of the ocean and the age of the continents, and knows that the humanoids scuttling across the surface make but fleeting impressions in the grand scheme of the cosmos. Beneath it all, she hears the sound of the ocean itself, from which she draws her power, and has little regard for those who stand in her way.
Magdarial does not let others find out much about her past. In fact, it was far from what many might expect. Magdarial grew up in a reasonably well-off merchant-class family in one port town or another, and soon showed a keen intellect. Her parents considered sending her to a school of magic, hoping her elven ancestry might emergy in the form of a prodigious talent for magic, but Magdarial was not responsive to the idea. Though she excelled in her studies, she felt the sea calling to her, and knew that one day she would set sail upon it. However, her parents had been right to suspect magical talent, for Magdarial soon found herself delving into the magic of omens and portents.
In the years since, Magdarial has sailed far and wide. She spent many seasons travelling the cost, making a living from brewing potions and telling fortunes, and her dabblings have given her a knack for making what she needs herself.
Magdarial knows she has a purpose, but for the time being she seems willing simply to further her own position in life. For her, piracy and treasure-seeking are not the end, only the journey, but so long as she is on the waves, she knows she cannot go wrong.
Nyacthu is Magarial's parrot familiar. He fits in well on the ship, being that he styles himself as a supposed Admiral, and usually wears an eye-patch. However, despite his comic appearance, there's something unsettling about him. Many of the crew laugh at the things he says and does, only to find him watching them intently later. Occasionally, the more astute - or perhaps simply the more suspicious - fancy they detect a sinister undertone in the things he says, and a few have been known to mutter about dark magic.
Nevertheless, "Admiral" Nyacthu is a valuable addition to the crew in his own right, acting as an effective flying scout and lookout.
1. (Combat) Defender of the Society: www.d20pfsrd.com/traits/combat-traits/de... (Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor. | Benefit: You gain a +1 trait bonus to AC when wearing medium or heavy armor.) 2. (Equipment) Iron Liver: www.d20pfsrd.com/traits/equipment-traits... (Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs. | Benefit: You gain a +2 trait bonus on Fort saves against poison and drugs, and a +4 trait bonus on Fort save to avoid the effects of alcohol.) 3. (Regional) Belem Pirate (Minata): The hidden coves and bays of the island of Belem Lhazaar Principalities have been your home throughuit most of your career as a pirate, and the winding waterways of Minata have trained you well in the art of sailing. | Benefit: You gain a +1 trait bonus on Knowledge of Geography checks and Profession of Sailor checks, and one of these skills becomes a class skill for you. KoG) www.d20pfsrd.com/traits/regional-traits/... 4. (Religious) Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. Your dragonmark finally appeared. | Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.
Class Bonus 1-lvl: Skill Focus: Acrobatics (+3 to one skill. If you have 10+ ranks in that skill, the bonus increases to +6.) www.d20pfsrd.com/feats/general-feats/ski... Class Bonus 1-lvl: Heavy Armor Proficiency 1-lvl: Power Attack… (Combat) (You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. | Benefit: You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon that adds 1½ times your Str mod on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. *When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by +1 and the bonus to damage increases by +2. **You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.) www.d20pfsrd.com/feats/combat-feats/powe... 1-lvl Fighter Bonus: Furious Focus (Combat) (Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. | Prerequisites: Str 13, Power Attack, BaB +1 | Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including AoO.) 2-lvl Corsair Fighter Bonus: Cleave (You can strike 2 adjacent foes with a single swing. As a standard action you can make a single attack at your full BaB against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full BaB) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat you take -2 to your AC until your next turn. The Corsair class grants Cleave without the penalty to AC. ) 3-lvl: Combat Expertise: (Combat) (You can increase your defense at the expense of your accuracy. | Prerequisite: Int 13 | Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. 4-lvl: Additional Traits: (General) (You gain the use of 2 more traits. These traits are Belem Pirate and ???. 5-lvl: Athletic: (You possess inherent physical prowess, gaining a +2 bonus on Climb and Swim checks. If you have more than 10 ranks in one of these skills, the bonus increases to +4 for that skill.) 6-lvl: Corsair Fighter Bonus: Great Cleave (Combat) (You can strike many adjacent foes with a single blow. | Prerequisites do not apply as this is a class bonus | Benefit: As a standard action, you can make a single attack at your full BAB against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full BAB) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your AC until your next turn. The Corsair class grants great cleave without the penalty to AC.) 7-lvl: Improved Disarm: (Combat)You are skilled at knocking weapon’s from a foe’s grasp. | Prerequisite: Int 13, Combat Expertise feat | Benefit: You do not provoke an AoO when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.)
- +2 to any single Ability Score - Medium - Base Speed: 30-ft - Low-Light Vision (can see twice as far as humans in conditions of dim light) - Adaptability: Receive Skill Focus as bonus feat at 1-lvl - Elf Blood: Counts as both elven and human for any effect related to race. - Elven Immunities: Immune to magic sleep effects and gets a +2 racial saving throw bonus against enchantment spells and effects. - Keen Senses: Receives a +2 racial bonus on Perception skill checks. - Multitalented: Choose 2 favored classes at first level. Gain +1 hit point or +1 skill point whenever you take a level in either of those classes. FIGHTER and ???? - Languages: Begin play knowing Common and Elven and any others an Int bonus allows.
-Proficient with all simple and martial weapons and with all armor and shields. -Bonus Feat at 1-lvl, 2-lvl, 4-lvl, 6-lvl (See Corsair below) -Bravery +2 (+2 on Will Saves against fear) -Armor Training 2 (See Corsair below) -Weapon Training 1: (She has been trained specially in the weapon group of pole arms, gaining a +1 bonus on attack and damage rolls when using a weapon from this group. At 9-lvl this goes up by +1 and she can choose a second weapon group to be specially trained in.
Corsair Fighter: A corsair is a pirate who focuses on shipboard combat relying on her strength of arms over her agility. She specializes in traditional pirate weapons, but often wears heavier armor than is normally seen on a ship. A corsair moves and fights easily in her armor, however, even in the water. Captains value corsairs because of the skill they exhibit in defending the ship and in boarding actions. PIRATE WEAPONS (EX): A corsair is well versed in the types of weapons favored by pirates. When selecting a group of weapons for her Weapon Training Ability, she can select Pirate Weapons as a group. These include the crossbow, cutlass, dagger, hook hand, rapier, and short sword. DECK FIGHTING (EX): A corsair is used to fighting on crowded decks, and isn’t fazed by multiple opponents at one. At 2-lvl, she gains Cleave as a bonus feat. She may use this feat even if she does not meet the prerequisite. A corsair does not take the normal -2 penalty to her AC when using the Cleave feat. *This ability replaces the fighter’s 2-lvl bonus feat. ARMORED PIRATE (EX): A corsair wears heavier armor than is common aboard a ship. At 3-lvl, the corsair reduces the armor check penalty of any light armor she wears to 0 for purposes of Acrobatics and Swim checks. At 7-lvl, this becomes true of medium armor as well. At 11-lvl, it includes heavy armor. *This ability replaces the fighter’s Armor Training. IMPROVED DECK FIGHTING (SU): At 6-lvl, the corsair gains Great Cleave as a bonus feat. She may use this feat even if she does not meet the prerequisites. A corsair does not take the normal -2 penalty to her AC when using the Great Cleave feat. *This ability replaces the fighter’s 6-lvl bonus feat.
Terbutje, steel (lacks the fragile tag) (belt right, 2wt) 20gp (has had sharks teeth and jagged bits of coral and shell imbedded into the metal) Dagger (belt back, 1wt) 2gp Swimming goggles (pouch, .5wt) 15gp CLW potion (pouch, -wt) 50gp
Bec de Corbin +1 Bane of Humans, (2-handed weapon, 12wt) 15gp + 300gp Masterwork + 8000gp (+2 magical bonuses)=8315gp
Backpack, MW quality (center back, 2wt) 50gp (treat Str as 1 point higher for carrying capacity) Bedroll (below backpack, 5wt) 1sp
Tricorne Hat (head, 1wt) 15gp (blue leather) Ring of Protection +1 (left thumb, -wt) 2000gp (deflection bonus) Amulet of Natural Armor +1 (neck slot, -wt) 2000gp (enhancement bonus)
Inside Backpack Waterskin- water (backpack, 4wt) 1gp Flint & Steel (backpack, -wt) 1gp Trail Rations- 1 days (backpack, ??wt) Water Purification Sponge (backpack, 1/15wt) 25gp CLW potions (backpack, -wt) 50gp
Inside Cabin (or inside foot locker, except the plant) Air Plant (cabin, -wt) 25gp Fishing Tackle (cabin, 20-wt) 20gp (I added 15-wt to this since it is deep water fishing tackle and not river/lake tackle.)
Average Lock (on foot locker, 1wt) 40gp (Everyone knows if she catches someone stealing from her, she will cut their hand off. It keeps most people out of her stuff.) Stinkpot (foot locker, 1wt) 50gp Soap (foot locker, 1wt) 5sp Sewing Kit (foot locker, 1wt) 2gp Signet Ring (foot locker, -wt) 5gp (this is a baby’s ring and belongs to her. She received an arcane signet ring as a teen, but left it behind when she fled her home. This is the only thing she kept of her previous life.) Alchemist’s fire flask (foot locker, 1wt) 20gp Thunderstone (foot locker, 1wt) 30gp Whetstone (foot locker, 1wt) 2CP Wand of CLW, 25 charges remaining (foot locker, .1wt) 375gp Universal Solvent (foot locker, -wt) 50gp Kite (foot locker, 3wt) 2gp Small keg of beer (foot locker, ??wt) 25gp Tankard, pewter (foot locker, .5wt) 1gp
DM's BONUS ITEM Balagraad's Sash:Although the name of the mage that crafted this bright, blue sash is unknown, the magical item was made popular by the famous pirate lord Balagraad. This wide bolt of silk is tied on the hip and is worn at a jaunty angle as would be expected by a boldly dressing pirate. Although Balagraad's reputation had little to do with the sash and more to do with his bloodline, the item was very handy on a ship. It is said that the sash had become an heirloom of the family but it had disappeared from their ownership nearly a decade ago.
Although Balagraad's Sash looks like nothing more than fashionable wear, it is actually a quite useful item. The sash operates similar to a transformative weapon in that on command the user can transform the sash into a whip. A flick of the wrist can cause spikes to grow at the end of the whip so that it operates as a scorpion whip. Another flick of the wrist causes the spikes to grow into the steel tines of a grappling hook while extending the length to that of a standard 50ft rope. A final flick of the wrist causes the sash to knot up and be able to function as a net. The sash confers the ability to use each of the weapons as if trained in them. Additionally, another command word allows the user to convert the sash into a rope of climbing. The final property of the sash is that once per day it can cast the Rope Trick spell at an 8th caster level.** just for clarification the sash can be "sheathed" on your hips. It requires an action to draw it like any other weapon. A command word (standard action) is required to change it into any of its weapon forms. Order is not important but each time you want to change it requires a command word. Any questions, let me know.[/quote]
Air Plant: [Stormwrack] -wt, 25gp – The air plant is a bizarre form of pond vegetation whose spongy structure produces and stores air, keeping the plant at the surface so it can receive adequate light. This mass remains alive and continues to produce air even after being cut from the plant, provided it is kept moist and well lit. When placed in the mouth, a fist-sized piece of this material can provide enough air to sustain a medium air-breathing creature for 5 minutes. After that time, the submerged creature must begin holding its breath and risks drowning. The air plant dies after use and cannot be recharged – another portion must be procured.
Backpack, masterwork: This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Str score as +1 higher than normal when calculating your carrying capacity. | Empy: 2wt | Capacity: 1 cubic ft/60 lb.
Bec de Corbin +1 Bane of Humans, adamantine:www.d20pfsrd.com/equipment---final/weapo... (The bec de corbin is a polearm very similar to the Lucerne hammer, but the hammer head is blunt rather than spiked and the spike is stouter and more hooked. You primarily attack with the spike. | Benefit: You gain a +2 bonus to your CMB to sunder medium or heavy armor with a bec de corbin. | Features: brace, reach) Brace: if you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging character. Reach: You use a reach weapon to strike opponents 10 feet away, but you can’t use it against an adjacent foe. | Adamantine: Weapons fashioned from this have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. It has 40 HP/inch, having 1/3rd more hp than normal weapons made of steel. Hardness of 20. | Bane of Humans: This weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against the foe.
Boarding Axe:www.d20pfsrd.com/equipment---final/weapo... (Basically a hand axe with a backward-pointing spike, a boarding axe is used to chop through hatches or rigging, to drag burning debris off a ship, or as a weapon. A boarding axe is a one-handed martial weapon that uses the same statistics as a handaxe, except it deals slashing or piercing damage. In addition, the spike grants a +2 circumstance bonus on Climb checks on wooden surfaces.)
Breastplate, agile + mithral, +2 magical & Glamored: www.d20pfsrd.com/equipment---final/armor... (This breastplate is specially crafted in a manner that allows extra maneuverability for some physical activities. | Benefit: The armor check penalty for Climb checks and Jump checks is only -1. Masterwork and mithral versions of this armor reduce this penalty as well as the normal penalty. | Armor/Shield bonus +6 | Max Dex Bonus +3 + 2 for mithral = +5 | Armor Check Penalty -4 +3 for mithral = -1| Arcane Spell Failure Chance 25% - 10% mithral = 15% | Speed reduced to 20-ft. + 10-ft for mithral = 30-ft | Glamored: Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties, including weight, when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when disguised.)
Dagger: A dagger has a blade that is about 1 foot in length. | Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Fishing Tackle: More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.
Stinkpot: [Stormwrack] 1wt, 50gp – This is a simple chemical weapon, consisting of a clay jar filled with a mix of noxious substances. When set alight, the mixture produces a foul-smelling smoke that fills a 10-foot cube (as a Fog Cloud spell, except that a moderate or stronger wind disperses the smoke in 1 round). Each living creature within the smoke must succeed on a DC 15 Fort save or become sickened as long as it remains and for 1d4+1 rounds after it leaves. Each round a creature remains within the smoke, it must make another save. *The pot’s contents are consumed in 3 rounds, and the vapors disperse naturally. Lighting a stinkpot is a standard action that provokes AoO. Is Universal Solvent waterproof?
Swimming goggles: [Stormwrack] .5wt, 15gp – This is a leather frame containing a clear piece of glass (sometimes two) made to fit tightly over the eyes. Wearing a set of swimming goggles improves visibility underwater. In clear water, the wearer’s vision extends to 6d8x10 feet. Swimming goggles don’t make it any easier to see through murky or fast-moving water.
Terbutje: www.d20pfsrd.com/equipment---final/weapo... (This length of tempered wood, also called a macuahuitl, has bits of shark teeth, obsidian, glass, or similar materials studded all along its length. | Features: fragile.) Fragile: A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise notied in the item description or the special material description.
Tricorne Hat: [Stormwrack] Hat: 1wt, 15gp – A tricorne is the classic three-cornered hat. It is generally worn by the upper classes and can be both civilian and military garb. A tricorne can range from a simple leather or felt version to a very fancy silk item with feathers. The price given here (15gp) is for a well-made felt tricorne. (Zerra would rather it be practical and made from leather to keep the rain out of her face and the sun out of her eyes.)
Universal Solvent: This substance has the unique property of being able to dissolve Sovereign Glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.
Water Purification Sponge: This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. Each sponge can cleanse 25 pint of water before becoming useless.
Zerra, that wasn’t always her name. Once it was something else. She doesn’t remember now. She doesn’t think there is anyone else out there who remembers either, or cares to remember anyway.
Zerra was a disappointment to her family, which doesn’t bother her since they were a disappointment to her as well. You see, the problem is that Zerra did everything her parents demanded of her except one thing; she did not produce a dragonmark. Dragonmark. Even now the word brings her to a simmering boil in an instant, though she hides such things very well. She spent years striving to be the very best, achieve the very best and somehow earn her parent’s approval. Nothing ever worked. There was just one thing left and that was to produce a dragonmark. Except, she didn’t.
The fights grew more heated and the words grew uglier, until one day everything seemed to blow up. Zerra isn’t really sure what happened. All she knows is that something inside her snapped and while she may not have a dragonmark, it certainly appeared she had the powers of one, if only for a short time. Storm clouds boiled overhead and as the argument grew, so grew the inner darkness within those clouds. Finally, as her mother reached out and slapped her, thunder exploded and lightning struck the house, starting a fire. Chaos ensued.
Zerra saw this as her chance to escape. While everything was in complete shambles and people were running around screaming and yelling, she made her get-away. Having had all of her illusions stripped away, she threw away everything that had anything to do with House Lyrandar except her bank card, found a good hiding place and waited. The next few weeks led to her learning several interesting facts, including the one that several people had died in the house fire and she was wanted for questioning, or maybe they thought she was one of the bodies. She wasn’t sure, but if they wanted her for questioning, she knew exactly what that meant. After procuring a lightning rail pass, she took what she felt was owed her by her family and fled.
The trip across the continent of Khorvaire was quite the eye opener and by the time Zerra arrived in the Lhazaar Principalities, she was no longer quite the doe-eyed innocent youngster she was when she fled Aundair. She was much harder and when word arrived that someone was searching for her, she decided to make herself scarce and disappear. There was only one way to do that and that was to join a crew that was fierce enough and dangerous enough that no one would ever look for her there.
The first was easy enough. She had heard of a dangerous crew led by a man known as Captain Belthis the Bloody. He wasn’t called that because he liked his steaks raw. He was known to stop in various ports and Zerra paid greatly to learn exactly where the crew of the Maiden’s Booty were taking their leave; then she went on the hunt.
She found the crew in the most disreputable bar possible in the Lower District. The place didn’t really have a name but the locals called it Razor’s Edge. Zerra overpaid for watered down drinks and then managed to get herself invited into a game of darts with some of the crew from the Maiden’s Booty. Before the night was over she had managed to make a few friends, pick a few fights, and then challenged Tasia Kaban the Stunning’s first mate into an arm wrestling match. Zerra won. He did not take it very well and at the end of the night she was wiping her sword off on his shirt and accepting the empty spot on the ship that suddenly had opened up.
That was more years ago than she cares to think about. If there was anyone still looking for her, they had to have given up long ago. Zerra barely remembers her life back in Aundair. Her life belongs with the crew of the Maiden’s Booty, as do her loyalties. They have been her family now for so long she can hardly remember any other life.
There are a few things she does differently from most of the rest of the crew. She very rarely takes shore leave. She doesn’t see a need, having everything she needs on the ship. She has been thinking of buying one of the inns on one of the islands and perhaps retiring to shore life. She loves the ocean but she knows she will not be young forever and she wants to retire before someone younger and stronger comes along to prove to her that she has slowed down by sticking a sword through her gut. That time is several years into the future but the planning of her retirement needs to begin now. She already has an inn in mind and the owner, a burly man from Breland who wants to return home and be with his grandkids, is willing to sell to her if she can come up with the money within six months. Captain Belthis has promised her that there is something in the works that is going to make them all rich and she is ready to go wherever he leads.
Zerra is an intimidating woman. She stands just over six feet tall and she uses her height to her advantage. She has a stare that has caused many men to tremble in their boots and not a few to turn and run when facing her in combat. She is not a graceful woman, but with her strength she doesn’t need to be. She is also not a beautiful woman, but since she is not interested in hooking up with anyone romantically, and she doesn’t have to look at herself, she doesn’t care if she is a raving beauty or not. She leaves such things to Tasia, the Captain’s daughter. Like most every other pirate, she walks with a swagger and carries herself with pride and not a little arrogance.
Zerra is loyal to those she serves with. It is them against the entire world, and she does not feel bad when they survive and those that have challenged them do not. It is simply the way of things. You are either the Hunter or the Hunted, and quite frankly, she would much rather be the Hunter.
Zerra is an intimidating woman. She looks like a thundercloud with her storm-grey eyes and her copper hair, shaved tight on the sides leading up to a mohawk on top and a long, long trail of dreadlocks down her back. She appears to be wearing typical pirate attire, though she lacks the skirts that most women wear in favor of leather pants. She appears to have an array of clothing, for she has a multitude of colors and styles. In reality, her clothing is really armor glamored to look like regular clothing and she simply changes the glamor whenever she grows bored. She carries a dagger tucked into her belt at her back, ready for those times when things get a little too close and friendly. At her side hangs an axe. It is not a typical axe, for this one was made for boarding ships. It is also made from adamantine, which has proven to be of great value to her in the past. These are nothing compared to the weapon usually in her hand. It is a special type of pole arm called a Bec de Corbin. It is this weapon she prefers over all others.
Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup