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[✗] [Lair] Morunna's Hearth

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WizardWhisper

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Lair Leader MC Name

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WizardWhisper

 

Lair Leader Character Name

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Esvani

 

Lair Name

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Moruuna’s Hearth

~ The Port of Wonders ~

 

Primary Lair Color

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Red

 

Lair Members

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WizardWhisper [ Esvani ] ⚔️ Celestial_Bleh [ Corann Daevear ] ⚔️ Ms_Amesti [ Driala ]
Grossmorale [ Syrd ] ⚔️ Halfirate [ Jackdaw ] ⚔️ ghost_goh [ Alexandr ] 
Master_Monkey1 [ Edmond ] ⚔️ Eiradora [ Hestia ] ⚔️ Rocky_Wolf [ Gloria ]
Iceaxeflynn [ Malevo ] ⚔️ Stingyparrot [ Kindred ] ⚔️ CreeperHotDog58 [ Icarus ] ⚔️ DocHP [ Elijah ]

 

Proposed Lair Locations

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1. Palm Island [ tile_palm_island_1 ]
2. Alpine Southwest [ tile_alpine_southwest_3]

3. Mesa [ tile_mesa_1 ]

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Lair Lore

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L I N K S   T O   L O R E

 


 

L O R E

 

In the age of Aevos, even pirates were shackled. The great Storm raged and roiled across the waves, visible from the coasts as a constant reminder to the weary soul: they were trapped. And should they find condemnation upon the lands of the Mountain, there was no escaping it. Not that many wished to. For the siren call of the hills and valleys was strong enough for the most sea-loving of sailors to swear fealty to the waters of Aevos. Thus were the sea-dogs of yore tamed.  

 

Deep in the heart of a mali’ame, however, there grew a seed of restlessness. No rock was to be left unturned. No land or waters unexplored. Thus did the blessing of long life become a curse. For where next was she to go? Other descendants could have their fill digging into the lands and rending open the way to other realms. The wind and the waves were what called her. Ever moving. Ever changing. Ever restless. 

 

As part of the crew of Captain Alikos, Esvani was able to ease a portion of that urge. There was all the company a pirate could want. A life of sea salt lungs. But still did the Storm loom. Still were they shackled. Then came the day of those fateful orders. Lower the sails. Raise the anchor. Tie down what you can and brace for a storm. For if there was one thing worse than taking a pirate’s freedom, it was stealing his treasure. 

 

Nagas had made off with precious possessions of the captain and such was not to be tolerated. Esvani worked to the bone alongside her fellow pirates to brave the lashing winds and roaring, foaming darkness. Was it worth it? Attempting to accomplish what few others had? In the moment, it did not seem so. But when light broke at last, there came a sight she had not beheld in many a year. Open waters. 

 

It was as if she had not taken another breath since her escape from Almaris. The venture before them was long and dangerous. The call of Aevos dug its claws into their hearts and eventually dragged them back. But Esvani would never forget that taste of freedom. It was sweeter than any wine and more addicting than uruk kush. She could not be the same without it. 

 

Time passed, as it is ever want to do. From crew to crew, ship to ship, home to home, Esvani travelled. Ever restless. One day, she saw in the eyes of an orphan that same restlessness and she took him in. Piece by piece, a family grew about her. A loyal crew. But ever did she remember a horizon unburdened by heavy clouds. When the pirates and sailors banded together for Cormath, a hope blossomed. But it was not to last. Another captain took her in and then that captain was soon to pass. In all that time, no one else dared to brave the Storm. 

 

An idea took root. A daydream, at first, to ease the ache in her heart. But it soon grew into a want before becoming a tormenting need. She would gain a ship of her very own. As Orsathiel waged his war against descendants, Esvani gathered her motley crew and supplies for the chance to break through the Storm. Her dream became a reality in The Golden Heron. A three-mast beauty with cannons and amenities to see them through whatever may come. And so, when the shackles slackened, Captain Esvani sailed to freedom once more.

 

Kalldur was a chaotic place of rest and resupplying. But the crew of the Golden Heron planted a phantom of Cormath there. The Seaside Inn, built from the wreckage of some poor soul who had once tried to sail through the Aevosian Storm, withstood parties, drinking, and roving bandit and darkspawn attacks. It was a small corner of the island that they called theirs but with it came a vision for a golden future. Though the island of Kalldur was nigh lawless save for walled settlements that dotted the coasts, there was a sorrow that came in leaving it behind. 

 

The next lands, however, would see Captain Esvani’s mark upon them. That golden dream would be brought to life. There was one hiccup, however… what port was she to dock at? Pirates were never particularly picky regarding who could be a part of their crew and Esvani’s was no exception. Cursed children, mages, and those who were rather dubious with the law made up those who called the Golden Heron their home. With the empire of man stretching its reach across the lands, places that would take them in, that would last, were becoming few and far between. Captain Esvani would be damned if she traded the shackles of the Storm for the shackles of a flippant nation. And so did she sail about the continent on the Golden Heron wondering where she would anchor her beloved ship. 

 

In her years of travel, the pirate captain had picked up on many a rumor. Several of which regarded a floating island that never remained in one place for long. Upon sailing the southwest waters of Azuras, she was surprised to see an island that matched the description of what she had heard so long ago. Except…this one wasn’t moving. Poor, poor Moruuna. What a tragedy that Esvani lived to see the death of such a legend. That she walked in a time in which there was the wreckage of a once lively market upon the corpse of a beloved tale. Perhaps Moruuna’s wish could live on long after her passing. The captain called her crew together and took them ashore to explore. 

 

The jungles had grown thick. Some of the crew whispered of a curse that had taken root there. Others claimed it had long since been cleansed. The pirate captain would see for herself. But the jungles were alive with many a curious creature. Birds screeched overhead, sounding akin to a banshee’s warning. Just when they were close to leaving the jungle and climbing the mountain, several vine traps were triggered, dragging members of the crew up into the air. It was chaos and plant creatures that had taken to calling the island their home challenged and fought with the pirates. All escaped with their lives but such an experience made one thing abundantly clear: the jungles of Moruuna were teeming with unexplored dangers. Yet what choice did they have? More than that…what adventures they could have! A land that’d drive any but the most daring to its coasts and far from it. They could build a port and settle upon the waters, ready to leave or defend if the island held some greater danger. And in the midst of war, turmoil, and hate, a pirate refuge would be found. A place where tales began and ended with a drink in hand. 

 

Lair Build and Infrastructure

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Spoiler

This is exactly 75x75 blocks.


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Why can this group not fulfill their roleplay niche in an existing settlement or nation? 

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A motley crew of cursed children, mages, and pirates, the world has become a difficult place to find somewhere safe that’ll allow such whimsy. Each one burned by a past of scars, they have banded together to create a place of rest and adventure for the weary soul under the guidance of Captain Esvani.
 

Various nations have gone through phases of killing and hunting mages to targeting different demographics. From place to place the crew have wandered, finding that no settlement will take them all, often turning them away. In a time of constant change, who knows when the rules will no longer favor them?

 

How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at large?

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The lair will serve as a hub for merchants, pirates, and those generally unwelcome under a nation’s watchful eye. It’ll provide a marketplace without restriction on what could be sold. There’s a second deck beneath the pier, for example, for more shady sellers to take part in.

 

The inn itself will provide its roleplay through gatherings and get-togethers. It will also allow people a moment of respite either before braving the jungle, after adventuring in it, or simply a moment’s rest from another journey. Player events run by a few of our group will be held to explore and sail. Even battling back some of the more sentient yet aggressive creatures of the island such as the Green Thumbed Gisquer.

 

There are currently no spaces for pirates and their ilk around the land. Nothing for sailors to fill that niche, the closest being the fishing guild in Petra, which runs along a river and focuses strictly on fishing and mercenary work.

 

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Man all the lair people wanna settle in the western part of the continent lol

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2 hours ago, WizardWhisper said:

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the red X marks the spot where the lair will be i see your scheme

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10000 dabloons or keg of rum?

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Bro, where are the Marines when we need them? Pirate Island has captured Marine Vice Admiral Garp the Fist. Will they finally stop these pirates?

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I LOVE PIRATES!

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1. Cute profile pic

 

2. I’m not sure exactly how persecuted the group is, that you can’t theoretically bunk up with another nation… Like Krugmar. Like, you’re not darkspawn.

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31 minutes ago, Slorbin said:

1. Cute profile pic

 

2. I’m not sure exactly how persecuted the group is, that you can’t theoretically bunk up with another nation… Like Krugmar. Like, you’re not darkspawn.

 

Well part of it is… arrrr pirates. xD Makes sense for them to not be under a nation. 

 

But also there’s a lotta changes happening with various nations/groups. And then new rules/policies being implemented have burned the group irply before with them being ousted.

 

So… arrr pirates and a place where the laws are the land and ocean. Restless exploration etc. 

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Application denied.

 

Lair team liked the idea of the lair, but thought it could exist under a current nation and would fit better under there. This fits more the idea of a settlement which lairs do not fill suit of, but vassals. Try applying for a vssal of some places, and if that and the group succeeds in rp, establishing a base in or out of a nation may be more viable. Dont put the lair before the group and all.

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