Showing posts with label wavefarers. Show all posts
Showing posts with label wavefarers. Show all posts

Thursday, July 11, 2013

Winged: Lost

Following the Second Parliament of The New Age, House Raptor have begun to kindly accept the deceased Lost into their number. Perished Souls who were never sent to their Patron, these Lost have escaped, and some still "live" inside a colossal Gilded Cage at the center of The Dream (previously, within the Abyss). Although many are warlike and hateful of their living descendants, many more simply want to exist outside of confinement, and The House of Raptor have given them that blessing.
Soon after, other Coteries started accepting Lost into their homes: the Green, Wavefarers, and Riverstates.

Common knowledge about Lost is vague and small: they were once average Winged, who died, and their souls were collected in the Cage; the Cage was owned and ran by the Xenos; something in the Cage destroys Lost as part of some mechanism.
Lost find it hard to exhibit emotion, and many find singing hard, if not impossible; they describe an experience not unlike the cold of the Abyss when they wake; some claim they have no Souls.
Lost can repair damage to their forms very quickly - it is unlike flesh; not all Lost are bloodthirsty - they are a people, and some want revenge for their deaths and others just want an existence.

This page serves as a list of all playable Lost so far.
The following Coteries can recruit the following Lost:

  • Riverstates: Lost
  • Wavefarers: Great Awks
  • Green: Lost, Bustards
  • Raptors: Everything except Bustards & Great Awks
It is possible at some point, following player action, the Lost may become a full-fledged faction.

- -

The Lost (Lost)


Any Winged can die. A Winged whose Soul is neither consumed nor given to their Patron finds themselves fodder in the Cage. Some want revenge. Some want to live again. Some want to fade away. After all, they are just people.
Although there are now Lost returning their homes in every Cotery, the Raptors are the only ones to accept The Lost as their own kind, and give them positions within their Society...

Type: Lost Pawn
Plumage: Pale (Based on Previous Winged)
MakeUp: Tired Rings around Eyes (Based on Previous Winged)
Beak: Pale (Based on Previous Winged)
Emotion: Hate
Qualities: Stalwart, Fearful, One more based on Previous Winged.

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Dodo (Lost)


Relations of the Pigeons, the Dodos were lore-hungry scholars, determined to mine history and secrets from the world, with legitimate means, subterfuge, or a Knife. Something went wrong, and human dreams overwhelmed them. Or the Cats.
Now the Dodos have returned to reopen the Parliament, and are as thirsty for knowledge and power as ever.

Type: Lost Pawn
Plumage: Pale Blue or Grey
MakeUp: Tired Rings around Eyes (Based on Previous Winged)
Beak: Pale, Big Hooked (Based on Previous Winged)
Emotion: Hate
Qualities: Hardy, Knifesman, Emotionallist

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.




- -

Bustards (Lost)

Once proud members of the Green, the British Bustards were peaceful plainspeople - pacifistic crafters and farmers, whose life meshed well with the Grouse. But the Bustards peaceful ways made them perfect targets for attacking Coteries, and with the rise in human dreams of firearms, they found themselves hunted to death. Their place in The Green was ritually filled by the Cappercailies, who did little to reflect the Bustards' peaceful ways.
Returned, the Bustards simply want life, craft and existence... but are saddened that they have been replaced by monsters.
Type: Lost Pawn
Plumage: Pale Brown
MakeUp: Tired Rings around Eyes
Beak: Pale
Emotion: Love
Qualities: Merchantillier, Materiallist, Toolsman

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.


- -

Caracara (Lost)


Described in texts as "Vile", "Ill-Tempered" and "Evil", Caracara were close to both the Vultures and Buzzards: Raptors of a military bent who used their cruelty as both an art form and a way of chanelling their bile. Argumentative, ill-tempered, and ambitious, the Caracara attempted various uprisings in their Houses, and dwindled in numbers as the other Raptors fought back. The final known Caracara was Tenebrae Fols, acting Conductor of the 1888 Parliament.

Type: Lost Knight
Plumage: Grey or "Faded" Black
MakeUp: Tired Rings around Eyes (Based on Previous Winged)
Beak: Pale, Big Hooked (Based on Previous Winged)
Emotion: Hate
Qualities: Swordsman, Sabruer, Armoured, Fortified, Fearful

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.
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Moa (Lost)

Alchimerists and herbal seers from the early times, the Moa lived in symbiosis with the Raptors: the Raptors protected them, in exchange for the Moas' lives. Their proficency with emotion manipulation and alchimery have led many to believe that Moas are the originators of many song structures used today to shape the Dream. When human Dream power rose, the Raptors retreated, their most Ancient Eagles fell, and so did the Moa with them.

Type: Lost Bishop
Plumage: Faded Brown or Grey
FacePaint: Brown or White around Tired Eyes
Beak: Small
Emotion: Hate
Qualities: Hardy (+1 Hit), Barbrisier (1 Minute Roleplay Healing)

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Elephantine (Lost)

The cousins and protectors of the Moa, the Elephantine were huge, well built farmers and simple builders, providing living space and crops for the Moa and their Eagle overlords. Although peaceful, they served as a dutiful and strong militia, intent on protecting their families & betters. They died alongside the Moa.

Type: Lost Knight
Plumage: Faded Brown or Grey
FacePaint: Brown or White around Tired Eyes
Beak: Small
Emotion: Hate
Qualities: Hardy, Hardier, Hardiest, Numb, Stalwart

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Great Auks (Lost)
Ancestors of the Puffins before they became the Blissful little busybodies of today, Great Auks were masters and mistresses of the tumult. Sirens, Courtesans and Celebrants of Emotion, Auks took the power of the tumult and used it to fulfill their dreams, wants and needs. Crafters of Stories and Songs, the Auks surrounded themselves with beautiful things and people, and cared not for the worlds outside their porcelain temples...

The Auks ceased to be when most of their kind turned to Bliss, and the rest left to find greater comfort outside the Tumult, never to return.
Following the actions of the Puffins of the Wavefarer Ships Bounty & The Fool's Errand, Captain Jim Ross officially gave sanctuary to a number of Lost Auks. Now they are reunited with their Descendants, and returned to a world of beautiful physical possibilities.

Type: Lost Bishops
Plumage: Pale Blue or Grey
MakeUp: Tired Rings around Eyes (Based on Previous Winged), Red Nose
Beak: Pale, Big Hooked
Emotion: Love

Qualities: Hardy, Hardier

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

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Ancient Eagles (Lost)

Ancient Eagles, extinct, almost completely forgotten memories of monstrous dominance have recently clawed their way back to the Dreaming, no-one knows where from. Powerful, utterly monstrous and ravenous, these bygone-era Beasts demand respect & power, and will destroy anything that denies them such.

Type: Lost King
Emotion: Hate
Plumage: Brown / White
FacePaint: Brown on Forehead, Red on Nose
Beak: Large Curved Yellow
Inspirations: Julius Caesar, King Arthur, Dracula, Vlad The Impaler, Genghis Khan
Oppurtunities: Monster, Barbarian King
Qualities: Fearfulism, Armoured, Taloned

Lost are subject to a few special, secret rules. They can also trade in Songs for more basic Qualities.

Wednesday, July 10, 2013

Coteries: Plunderhearts & Haven-Holme

Following a decision by Captain Jim Ross, the Wavefarers accepted the Lost Great Awks amongst their numbers. This proved to be the last straw for the savage Shags, who felt that they had been left out of the political decisions of the Parliament. Reacting with violence and aggression, they blamed the blissful Puffins, who were swiftly defended by the honourable Cormorant navy - this resulted in a definite and possibly violent schism between the more reserved Cormorants and adventurous Shags.

At the fourth new meeting of Parliament, the Wavefarers attending were forced to make decisions - the Shags had declared war, and refused to occupy the same Cotery as the Puffins. Similarly, the Cormorants refused to stay allied to the Shags, and threatened to remove all Cormorant titles from Wavefarers if the Shags stayed. An unpopular, but definitive decision was agreed: the Wavefarers would be dissolved, and two new Coteries arise in its place. Many Wavefarers have left all Coteries behind, disgusted at this turn of events.

The two new Coteries exemplify the two sides of a Wavefarer - Haven-Holme exhibit excitement and bliss in exploration and indulgence, favouring Cormorant & Loon expedition missions and Puffin & Awk resort islands. The Plunderhearts are the more violent nature of the Shags & Albatrosses, focussing on raiding and looting. All Wavefarers have either chosen a side, or gone their own way.

All playable Wavefarers are one of these two factions. An existing Wavefarer can join either.
A new Wavefarer can only join one whose crew allows his kind of Winged.

Much of the Wavefarer flavour still applies to both factions, just with an emphasis on the feel below.

Due to player action & reaction, it is unlikely the Wavefarers will stay disbanded, thus the limited information here.


- -

Plunderhearts
Led by the plundering Shags, the Plunderhearts exhibit the more violent, piratical side of Wavefarers, with a  focus on raiding other Eyries, blazes of destruction, and unconditioned violence. Much more Corsairs & Vikings than sailors, the Shags have established a respect with and for the ultra-violent Red, and even the wise Green, understanding the necessity of Wrath, even during Adventure. Plunderheart expeditions will be focused on fighting & stealing. Shags are known to treat the minimal Puffins within their ranks with disdain and loathing, being unusually cruel towards them.

The Shags have declared war upon Haven-Holme and the Cormorants. An Eyrie-Battle is to be expected.

Haven-Holme eyries resemble either huge savage Shag longboats, or the ship / fleet of a corsair.

The five principles are:
  1. Adventure
  2. Pillage
  3. Victory
  4. Destruction
  5. Courage
Available Winged:
Pawns - Shipwrecked, Gulls, Razorbills, Shag Sailors, Penguins
Bishops - Pelicans
Knights - Frigates, Shag Marauders, Skua
Kings - Shag Jarls, Albatrosses

- -

Haven-Holme
Led by the relaxed Puffins and adventurous Cormorants, the expanding resort of Haven-Holme exhibits the more pleasurable, social and experiencing side of Wavefarers, with a  focus on celebrating, expeditions of exploration, and defensive maneuvers. Much more Sailors & Explorers than pirates, the Cormorants have established a respect with and for the pacifistic Church of the White Hand, and even the occult Pillars of Light, understanding the necessity of Bliss, even during Adventure. Haven-Holme expeditions will be focused on exploring & rescuing. Cormorants are known to treat the minimal super-violent Winged within their ranks with pity and contempt, often completely ignoring or disrespecting them.

Haven-Holme is very protective of it's Great Awks, the main reason they split from the Wavefarers.

Haven-Holme eyries resemble either well-kept Cormorant ships, or Puffin & Awk resort towns, built around beautiful islands. Some even resemble ancient Great Awk temple cities, all marble and hedonism.

The five principles are:
  1. Adventure
  2. Exploration
  3. Stories
  4. Determination
  5. Care
Available Winged:
Pawns - Shipwrecked, Cormorant Sailors, Razorbills, Puffins, Parakeets, Penguins
Bishops - Parrots, Loons, Great Auks
Knights - Cormorant Heroes
Kings - Cormorant Admirals, Auks

Friday, January 11, 2013

New Xenos: Parakeets



PARAKEET - Parrots in training, Research assistants, librarians, students and narrative scholars without a book to their name (yet).
Parakeets are much the same as their more intellectual (and thus, higher-ranking) cousins, only with more excitement, more willingness to explore, get their hands dirty, and ask many, many questions in awkward, dangerous situations. Parakeets find knowledge (and Song) attractive, in both a studious and emotional way. Their new place in the Waveafrers is natural to them, sailing the mysterious tumult ("Exactly how deep is this?"), accompanying nefarious Gulls & Frigates ("So... does that technically belong to you now?"), being waited on by Puffins ("Exactly how much endurance do you have, on a scale of 1 to More?") and encountering mind-boggling Krakens ("Would you describe your appearance as Maddenning? Yes or Yes?").
Parakeets are always looking to uncover a full story never before recorded - Start, Middle and End - so they can pass theirthesis on to the Golden Libraries and achieve the Title of Full Parrot.

Possible Eye: Blue-Foots



BLUE-FOOTS - Blue-Foots always want more: a bigger boat, a sharper sword, a hunkier mate, fuller pockets, and a better world for the Eye to thrive. Sailors, traders, pirates, thieves, rogues, scouts, salvagers, explorers and smugglers, gregarious and open, you might be forgiven for thinking that Blue-Foots are Wavefarers, but their allegiance is solely to the Fading Eye. Blue-Foots make excellent front men & ambassadors for the Eye, enjoying a good chat, a drink, and a fight a lot more than the regimented Vultures, serious Ibises or aloof Eagles. They make good friends with the other non-Vulture non-Raptor Eye, especially Ducks, who they share a yearning of Desire with. Blue-Foots tolerate most other winged, although Wavefarer and Riverstates bragging riles them. They have a strained oceanic friendship with the lawful Cormorants, and a grudging, arm-wrestling respect for the angry Shags.
Blue-Foots served in the Eye in the old times, but fled to the Tumult under the Gods' commands when The Stars Went Out. They are returning, slowly.
Although not overtly religious like the Ibis', Blue-Foots are staunch supporters of the Eye, and believe there is a perfect place for them in the Eye's new order. They are very superstitious, especially when it comes to crossing / traversing / diving the River and Tumult. It is said they once had a Personal Patron, like all Castes in the Eye, but the name is lost to outsiders - regardless, Blue-Foots still hold jewellery and whisper to unknown ears, turning counterclockwise or offering flowers to the water when crossing those territories...
Blue-Foots have another, sillier name for their Winged caste, which they either find incredibly derogatory or ridiculously funny. Heh. Boobies.

Sunday, January 6, 2013

New Xenos: Macaws

MACAWS - Top of the Parrot Intelligocracy of the Golden Libraries in the Vermillion Mesa, Macaws are fonts of both Wisdom & Intelligence, geniuses and wisemen. True Sages, Macaws make the most educated and researched decisions they can, often discussing their thinking process out loud. Macaws are not flawless - although in Parrot society it is rude to show-up a Macaw's shortcomings outside of formal procedures (see below) - they will concede being wrong, but in the most fair and erudite way possible.
Ascending The Library is a big deal in Parrot society, and constitutes a great formal occasion. The current Macaw will gladly step down from their position to any contender (no non-Parrot has ever succeeded), if they can prove the newcomer is smarter than the Macaw. This can take any form, from quizzes, to battles of wits, to puzzles. The final decision is always in the hands of the current Macaw.
Macaws don't need weapons. If the Library-Throne-Room of master-swordsman Parrots & Cockateels, and the occasional spear-wielding Cassowary don't stop you, the Macaw, simply willing you on fire, will.

Tuesday, July 12, 2011

Cotery: The Wavefarers

NOTE: As of ACT III (March 2013), the Wavefarers are currently split in a schism.
All information here is still true, but more relevant info can be found here.

Wavefarers
are travelers, explorers, sailors-of-fortune, and, sometimes, "legitimate sailors of dubious occupation". They roam the endless Seas of Passion, tumult with Dreams and undiscovered Desires and Ideas. For the Wavefarers, discovery and adventure is everything, but adventure has it's price, and it's rewards - this is why they attend the Parliament, willing to trade and story tell over a tankard of grog.

Wavefarers fight an endless war with two things: One is The Beasts of The Tumult Itself, bizarre Monsters From Beneath The Id that are excited by the Wavefarers' constant questing, creatures that defy imagination or concept, more emotion and imagination than nature. One season can see Wavefarers storming the skeletal castle of a thousand undead children's dreams of the future manifested as unfinished toys; another season sees them fighting one lone kraken with your father's face.

Their other sparring partner is mundanity. Wavefarers live for excitement, not desk-jobs (Except for Puffins, who will happily file away any reports Cormorants have to haphazardly churn away after a debacle). The overbaring nature of The Dirt and Raptors have often set off the Wavefarers, but none rile the Wavefarers more than the Riverstates, whose happy little lives seem content to never leave their precious River of Consciousness. What a Shower of Bastards.

Ofcourse, if Wavefarers find themselves in insurmountable odds, they will do one of two things: Fight to the Death, or Ditch The Puffin. Munging Puffins.
Wavefarer Aeries resemble colossal flotillas, dozens of ships travelling as one; huge floating fortresses built from the debris of ruined dream ships; flying galleons, avast thanks to huge feathered wings.

5 Principles of The Wavefarers
  1. Adventure
  2. Excitement
  3. Stories
  4. Determination
  5. Solidarity
OC, The Wavefarers are inspired by Pirates, Sailors, Vikings, Explorers and 19th Century Navy.
Wavefarer birdsong is, in my head, Sea-Shanties, Alestorm, Dirty Poems, and yet-more Battle-Metal.


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Gulls



Gulls are sailors, travelers and explorers. Birds of adventure who live for The Now and never feel satisfied with their lot. Gulls often covet someone else's "Booty" with envious eyes, and will often push themselves forward to strive towards something bigger, better, shinier. All Gulls live for the day they'll own their own ship, no longer needing to simply crew, cook and guard someone else's. A Gull will fast make friends with anyone contemplating an adventure out of the ordinary, and will regale them with stories of their own extraordinary exploits. The mundane, they can do without. Landlubbers, all of them.
Gulls never back down froma fight, unless it looks boring. They are often as selfless as they are selfish - one minute defending a lone victim from daunting odds, another leaving their allies behind so they can leg-it with the treasure.
Gulls often wear sailors' regalia: shift shorts and sandals, often with a cloth cap. Some wear navy uniform. Gulls carry simple weapons - daggers, clubs, some even own pistols.
Gulls have foul, foul mouths, and are notorious for swearing almost constantly in sentences. Even Swans and Owls have to give them the benefit of the doubt in formal occasions - it seems simply impossible for a Gull to stop narting swearing. Gull swear words include Nart, Fetch, Drum, Miss, and the extraordinarily offensive Munge.

Type: Pawn.
Plumage: White / Grey
FacePaint: Yellow / Red Triangle on face
Beak: Gull
Emotion: Adventure

Inspirations: Jack Sparrow (POTC), Tom (Treasure Island), Captain Blood, Almost Every Pirate Ever
Oppurtunities: Sailor, Pirate, Cook, Braggart, Used-Lantern Salesman, Adventurer
Qualities: Swordsman
, Hardy, Quick

-

Puffins



The most popular story about Puffins goes that once, right at The Beggining, a bunch of Gulls were caught imbetween the wiles of a Church of Doves (who wished them to convert to the calm of The Chorus) and a gaggle of Jays (Who wanted to attend to their, well, more base pleasures). Being an easily persuaded bunch, The Gulls were slowly converted by both the Jays and Doves, each taking turns when the other group wasn't looking, and soon enough teh Gulls' wanderlust was gone, replaced with a happy contentment with the more base aspects of adventuring: Food, Drink, Company, Song, etc. Unfortunately for the Doves', The Puffins' more hedonistic ways were abominable to them, and for the Jays, they were just not adventurous enough in their desire pursuits. Well, at least the Cormorants still liked them, eh?
Puffins are beings of Bliss and Contentment rather than adventure, happy with their lot but willing to help their allies and crew, often with a slap on the back, a song, a tankard of Grog or maybe a tumble in the sheets. They wear simple clothes with flashes of hedonistic character - a jaunty hat here, a sequinned dress there. Puffins barely notice being scapegoats - whatever lets them continue with their cheery, happy lives. Most Puffins feel no need for weaponry, but on the behest of the few Gulls who actually do like them, some pack pistols or knives.

Type: Pawn.
Plumage: Black
FacePaint: White Face / Red Nose
Beak: Small Hooked

Emotion: Bliss
Inspirations: Smee (Peter Pan), Livesey & Trelawney (Treasure Island), Pretty much all of Gilligan's Island, Young Lemuel Gulliver
Oppurtunities: Clerk, Ship's Doctor, Cook, Dogsbody, Runner, Ever-Present-Happy-Guy, Whore, Barlady
Qualities: Hardy, Hardier, Barbrisier


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Razorbills





















If a Hawk is born too near the Tumult, it is born an Osprey.
If a Kestrel is born too near The Green, it is born a Kite.
If a Puffin is born too near The Green... well...

Razorbills are violent, angry Puffins. They don't do medicine or cheeriness.They do violence and insults.
Like Puffins though, they fit easily into The Wavefarers, thoroughly enjoying an Adventure as long as they get to cut something. They also, like Puffins, thrive with like-minded individuals, enjoying a ruckus, binge, or even a spot of the old ultra-violence together.
Razorbills like the company of other Razorbills, Puffins (Who they forgive for being total wussy anchors), and Skuas (Whose Violent Streaks match their own).
They wear simple clothes with flashes of hedonistic character - a jaunty hat here, a sequinned dress there. Razorbills do not take kindly to themselves or other Puffins being teased or stepped on, responding with anger, violence and Knives.


Type: Pawn.
Plumage: Black
FacePaint: White Face / Red Nose
Beak: Small Hooked

Emotion: Bliss
Inspirations: Smee (Peter Pan), Livesey & Trelawney (Treasure Island), Pretty much all of Gilligan's Island, Young Lemuel Gulliver
Oppurtunities: Pressganger, Ganger, Chav, Sadist
Qualities: Hardy, Hardier, Knifesman


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Wrecked


When an Eyrie goes to War, sometimes there are stragglers, either lone survivors or stranded without hope. When lost and alone, you either give up, or you fight against the world, determined to find something worth striving for. In the Tumult, these Survivors are the EyrieWrecked, and are Winged from all over who have been rescued by Wavefarers, or fought for a reputation big enough to warrant investigation.
Some Wrecked are more civilized than others, and some truly buy in for the whole pirate mentality, while others are merely survivors and adventurers. Most hate their previous Cotery for being too weak, or abandoning them, although some long to re-make contact. Others simply don't care, willing to build a new life above and below the Tumult.
Wrecked usually get on extremely with Puffins, who as Ship's Doctors are often the first to offer a friendly hand.


Type: Pawn
Plumage: (Based on Previous Winged)
MakeUp: (Based on Previous Winged)
Beak: (Based on Previous Winged)
Emotion: Adventure
Qualities: Swordsman, Hardy, One more based on previous Winged

The Phys-repping for Wrecked is based on the kind of Wrecked bird you are, and which Coterie you fled from. Please ask and think sensibly about which kind of Wrecked Winged you can play.



Cormorants (Sailor, Hero, Admiral)


Cormorant Sailors


Cormorant Hero


Cormorant Admiral

Cormorants have better navigational skills than Gulls, and thus are natural Captains, navigators and Leaders for the Gulls on a ship to look up to (or throw overboard). A Cormorant is considered good company, and they are very good at keeping good morale during hard times.
As Albatross, the Wavefarers natural leaders, are so rare (and like their privacy, away from other Albatross), a particularly powerful Albatross may promote a Cormorant from a Mate to a Captain, and a Captain to an Admiral to rule a Coterie alongside him. These Cormorant Admirals are highly respected by all for their good judgements and impeccably calm heads, as well as their masterful offensive-combat plans. Captains ares een as reckless heroes, jumping from ship to target, or throwing themselves laughing into the maws of great beasts with only a pistol and a crazy one-in-a-million plan.
Cormorants wear Navy regalia, complete with epaulettes and fancy hat. Some, less honest, Cormorants wear clothing more typical of a rich pirate. Cormorants often carry a pistol and an officer's blade - a cutlass or sabre.
Cormorants are natural singers, excelling as Chorusses describing their next, exhilirating adventure.
Cormorants are very superstitious, often calling the stars' omens, and even still considering the company of female Cormorants on adventures (including attending dangerous Parliaments) a bad omen. Ofcourse, they also exhibit a "Don't Ask / Don't Tell" mentality, with many Admirals revealed to be honestly shocking ladies on their death beds.

Type: Pawn/Knight/King.
Plumage: White / Grey / Black / Brown
Face-Paint: Yellow / Red "T" below eyes.
Beak: Gull

Emotion: Adventure
Inspirations: Commadore Norton (POTC), Nelson, Hornblower, Sharpe, Pirates of Penzance, HMS Pinafore, Wagner's Operas
Oppurtunities: Whistling Deck Mopper, Ship Captain, Pirate Captain, Press-Ganger, Quartermaster, Another Cook


Pawn Cormorant Qualities: Swordsman
, Pistolsman, Quick


Knight Cormorant
Qualities: Armoured, Quick, Swordsman, Pistolsman, Duellist


King Cormorant Qualities: Fancy, Swordsman, Orator

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Parakeets





















Parrots in training, Research assistants, librarians, students and narrative scholars without a book to their name (yet).
Parakeets are much the same as their more intellectual (and thus, higher-ranking) cousins, only with more excitement, more willingness to explore, get their hands dirty, and ask many, many questions in awkward, dangerous situations. Parakeets find knowledge (and Song) attractive, in both a studious and emotional way. Their new place in the Wavefarers is natural to them, sailing the mysterious tumult ("Exactly how deep is this?"), accompanying nefarious Gulls & Frigates ("So... does that technically belong to you now?"), being waited on by Puffins ("Exactly how much endurance do you have, on a scale of 1 to More?") and encountering mind-boggling Krakens ("Would you describe your appearance as Maddening? Yes or Yes?").
Parakeets are always looking to uncover a full story never before recorded - Start, Middle and End - so they can pass their thesis on to the Golden Libraries and achieve the Title of Full Parrot.
Through a strange turn of events, Parakeets have found themselves Ambassadors to the Wavefarers.

Type: Pawn
Plumage: Red
Face-Paint: Bright Red
Beak: Hooked

Emotion: Love
Qualities: Swordsman, Fancy, Energist

- -

Penguins


Penguins are seafarers and Ice-Desert survivalists from The Cerulean Deeps, White-Encrusted endless oceans of Exuberance. They believe in Exuberance and Excitement as a form of life, pushing them forward to greater achievements. Rumours of them having connections to Great Beasts from the Infernal Depths are unfounded...

Type: Pawn
Plumage: Blue
Face-Paint: Bright Blue
Beak: Small Pointed

Emotion: Love OR Hate
Qualities: Knifesman, Hardy, Energist 

- -

Information on the Lost Great Auks can be found here, on their own page.

- -

Pelicans



Pelicans have seen it all, and it shows - After all, who else can carry the Braod Arrow with such Pride? No matter how old a Pelican actually is, they certainly sound like they've been there and done that, and have the knowledge and tall tales to prove it. Pelicans are stout and hardy, thriving in the harshest weather when even the most hardy Gull has run for cover. Pelicans live for exploration, discovery, and bragging about it afterwards. Drinking competitions against Pelicans never go smoothly. Many Pelicans are "artists" - rabble rousers and shanty-singers, who get the whole ship worked into an emotional tirade of song, drink and laughter. Pelicans are respected and admired as tattooists  and often teach their trade skills to Gulls to keep the ancient art of blood and ink alive.
Pelicans like to wear simple clothing that shows off their girth - open waistcoats, bandanas, shifts and sashes tied around their waists. Some wear dribs and drabs of Xenos clothing - old momentos, always partnered with a long tale. Lady Pelicans wear old, sensible dresses, often with leather britches under and water proofs over. Pelicans favour Spears and other polearms - anything that at least feels like the Harpoon they once speared that Kraken with...

Type: Bishop
Plumage: White / Grey
FacePaint: Gold/Red Broad Arrow on Face / Tattoos
Beak: Pelican

Emotion: Adventure
Inspirations: Ahab, Old Ernest Hemmingway, Marco Polo, Magellan, Brian Blessed, Old Lemuel Gulliver, Long John Silver (Treasure Island), Captain Barbossa (POTC)
Oppurtunities: Navigator, First Mate, Cook, Cartographer, Monster Hunter, Professional Old Guy
Qualities: Hardy,
Toolsman


- -


Loons






















The "Scientific" cousins of the Cormorants, Loons have a natural predilection to curiosity. Curiosity & tinkering. In their makeshift diving transports, kibbled together from previous failures, Loons dive deep under the Tumult to poke and inquire at the strange Id beings beneath. Loons also love to play and with human idea technology, fascinated by newer and shinier "toys".
Loons get on well with Cormorants and their discipline, and love to waffle endlessly at a Puffin audience. They find that relations with Gulls and Pelicans are strange... why don't the other Wavefarers want to hear about Gizmos and Thingamybobs?
Loons dress in eccentric garb: tweed, waistcoats, hats.

Type: Bishop
Plumage: Brown / Grey
FacePaint: Brown speckles in bands on face
Beak: Gull

Emotion: Adventure
Inspirations: Doc Brown (Back To The Future), The Doctor, Captain Nemo
Oppurtunities: Inventor, Submariner, Tinkerer, Scavenger
Qualities:
Toolsman, Technologist 


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Frigates



Frigates are often seen as just bigger, more greedy Gulls. And that's pretty much correct. Frigates are Gulls who have achieved their dreams of attainment and luxury, but are still not happy. They will stop at nothing to defeat a foe, survive a mind-boggling adventure, or even trick an ally on their quest for "Booty" - wether that be Stuff, Emotion, or just a really, really big ship.
Think a Pirate. Not a Sailor, a Full On Pirate. Think what a Pirate wears. That's a Frigate.

Type: Knight
Plumage: White / Grey
FacePaint: Large Yellow / Red Triangle On Nose
Beak: Gull

Emotion: Adventure
Inspirations: Captain Jack Sparrow, Everyone from PiratesOfTheCaribbean
Oppurtunities: Pirate, Corsair, Swashbuckler
Qualities: Fancy, Quick, Pistolsman, Swordsman, Pistolero


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Skua
























Sometimes a Gull just wants to be a Captain, so they grab a ship and become a Frigate.
Sometimes a Gull just wants to be an Albatross, so they run away and become a Skua.
Skuas have given up on their crews, and run away to become a merciless barbarian consumed by oceans of rage. Reunited only at Parliaments and other social gatherings, they enjoy being angry loners, searching for Quests only their anger can solve.
Skuas are mean, cruel and vicious. They get on only with the Albatrosses they admire, and the Razorbills they tolerate. All other Wavefarers are fair-game.
Skuas wear furs and armour, in decreasing amounts.

Type: Knight
Plumage: White / Black
FacePaint: Large Yellow / Red Triangle On Face
Beak: Gull

Emotion: Wrath
Inspirations: Conan, Red Sonja
Oppurtunities: Pirate, Corsair, Barbarian, Reaver
Qualities: Fearful, Berzerkerist, Armoured, Swordsman, Sabruer

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Albatross



Albatross are simple creatures - huge, powerful, imposing, loud, bred for adventure and really wild things. Known as the Warrior Kings, Albatross love a good fight, and will as often leave a scrap laughing, one wing over their opponents shoulder as leaving the combat soaked in gore, the last one standing. Albatross are simple, but they aren't dumb, paying heed to a Pelican's sage stories or a Cormorant's learned navigation plans. Albatross love their privacy, and will often desire to be alone - this is never more true when confronted with another Albatross, as the two will outright refuse to be in the other's company. This has led to the destruction of many Wavefarer Aeries, torn apart by enraged Albatross. An Albatross emotions can often be compared to the weather around it: a storm shows a fury, a deluge a great sadness, sunshine happiness and a gale a great excitement. Albatross love tests of Strength and Courage, and never back down from a challenge.
Albatross wear very little - boots, the more educated ones leather trousers, the less loin cloths and furs. Some wear leather armour and heavy furs to keep out the cold. Many Albatross have tattoos they love to show the world, and the oldest, hardest Albatross are totally covered in ink. An Albatross is never seen without Weapons - Often Two Axes, or a huge Battleaxe, or two Cutlasses.
Killing an Albatross is a bad omen. However, it's also not very easy.
Albatross like swearing almost as much as Gulls do, especially enjoying portmanteuxing swearwords into new and creative collages of profanity, e.g "FUCKOLLOCKS", "DECKPUFFIN", "TWUNT", "COLOSSAL SHITTING DICKWANGER", "CLUNGEPIGEON", "DECKING WOMBPUFFINS!", "CRABSTICLES!", "KRAKENTITS!" "GORGEPLUMS!" and "DECKNUTS!". They also like using "DECK!" as a stand-in for "Fuck", "Dick" or "Heck".
They like to blame things on the Puffins. Bloody Puffins. Free-Loading Bastards.

Type: King
Plumage: Grey / White

Emotion: Adventure
FacePaint: Thick Gold/Yellow/White/Grey/Red stripe down Face, Tattoos
Beak: Gull
Inspirations: Young Ernest Hemmingway, Conan The Adventurer, Doc Savage, Blackbeard, Beowulf, Sinbad
Qualities: Axesman, Armoured, Reaperist 


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Auks
























Sometimes, a Wavefarer House settles down. There are many reasons this can happen, but one popular reason is that it gets bogged down by too many Puffins. When a lot of Puffins outweigh the more Adventurous Wavefarers, the boat stops sailing. Several times this has happened, and every time a Puffin has come out on top, turning this static nothingness into a resort or centre for Good Times.

These Puffin leaders, known as Auks, are Exemplars of Puffin Bliss, offering hospitality, a level-head, and calm. They are very protective of their people, and often act as generals when protecting their Eyrie, feeling responsible for every life on board. They do like Adventure, but are more wary of the dangers than most.
Unlike Razorbills, Auks, like Razorbills, don't stand for derogatory comments about Puffins, and will demand answers.
Auks wear pretty dresses and colourful suits. Lots of corsetry going on.

Type: King
Plumage: Black

Emotion: Bliss
FacePaint: Red Nose, White face
Beak: Large Hooked
Qualities: Hardy, Hardier, Fancy