Take What You Can - Age of Sigmar Quest

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An exiled Scourge Privateer reaves and plunders their way across the Mortal Realms. It's never been about the money though. The only things that matter in this new age are power and glory, and they intend to obtain both in spades. Follow their trials and tribulations through the Age of Sigmar as they seek infamy and prowess in a world that is trying to kill them.
Chargen 1: The Scourge Privateer

Kaboomatic

Where the Wild Things Are
Pronouns
He/Him
Ah, the Mortal Realms.

Such a wonderful place, filled with wonder and opportunity alike! Sure, there's danger aplenty from all sides, but Chaos and Nagash are far away and the forces of Destruction are nothing but brutes, easily dealt with. With the right combination of wit, nerve, and influence, the Realms hold no danger at all!

Or so the arrogant cretins that fill the ranks of Azyr's nobility would say. Fucking idiots, the lot of them; the type of people to ask why Sigmar hasn't just gone and reconquered the Realms yet with his mighty Stormcast Eternals and the unified forces of Order all joined together in jolly cooperation. How the Heldenhammer hasn't gotten rid of every last one of those inbred shitheels, you'll never know.

You on the other hand work for a living, meaning that you know the truth. The Mortal Realms are nothing but danger.

Chaos is the obvious one of course, and it's fucking everywhere. The forces of the Dark Gods are always waiting, always ready to go to war or corrupt yet more people, and those daemons are basically infinite. That's not all though, no, it couldn't be that easy. Because there's also skaven, and those are just the worst. They're just as infinite as Daemons, just as able to pop up anywhere at any time, and on top of their mad techno-sorcery, they use warpstone. Warpstone. Ugh. Horrid little ratmen. Of course, then you have the beastmen, which are nearly as bad. Fighting and rutting and shitting all day as they try and tear civilization down with their cloven hooves and monstrous beasts.

Let's not forget Nagash and his grand designs either. Dominion over the Realms with a skeletal fist and legions of the undead, an entire existence under his iron rule. And considering how many souls go to Shyish and the Deathlord's domains, that's, once more, effectively infinite warriors. Everyone who's ever died and hasn't had their souls explicitly warded or protected by some sort of god is under his rule, and with whatever the fuck caused the Necroquake, those soul soldiers are fucking everywhere. The vampire bloodlines and their dread necromancers, twisted processions of omnicidal gheists, the actively infections madness of those abhorrent courts, and the undead equivalent to the fucking Stormcast Eternals. And none of them stay dead, because they're already all dead.

And then of course, there's the forces of Destruction. The one good side of them is that they're institutionally incapable of forming any sort of institutions. Seriously, they fight each other more than they fight everyone else. Of course, that's the end of the good news, because you're not allowed to have nice things. Orruks and Grots grow out of the fucking ground. Literally, out of the fucking ground. As long as there's fighting, they can spawn, and neither variety is any good. On the one hand, you have enormous green monsters that can rip apart a knight in full plate with their bare hands. On the other hand, you have tiny green monsters that use poison and ambushes and hallucinogenic mushrooms. And that's not even mentioning the things they recruit. Troggoths, cyclopean things, the fucking Ogors (and that's an entirely different barrel of terrible), Gargants, and a fucking horned centaur demigod now for some godsdamned reason.

And then there's the environment, which is its own brand of utterly fucking deadly, no matter which Realm you're in. Seriously, with all the dangers and hazards you have to deal with on a constant basis, it's a miracle you're still alive! At this point the universe must have it out for you, and you're sick and tired of not getting your due! You're not asking for much, really, and you're far more deserving than some of these other absolute idiots that you're forced to call peers, so what'll it take for you to get the glory and power that they have?! What'll it take for you to get what you deserve?!



Anyways.

The point you were trying to make is that the Mortal Realms are incredibly dangerous, filled with things that want to kill you or worse. Any of those stuck up bastards in Azyrheim would die within minutes if they stepped foot down in the real world, because they're weak bitches like that. Thankfully though, you're not.

You wouldn't have lived past your first raid if you were.

See, you're a Scourge Privateer, straight out of Misthåvn at that. You sail, you raid, you capture enormous beasts and sell them to the highest bidder, you skirt the edges of the law and ignore it when it suits you. After all, laws are only laws if someone can enforce them, and the only law aboard a Black Ark is the law of the Fleetmaster.

By any measure, you're an impressive specimen, even amongst your fellows. The Scourge are a cut above the rest of the piratical rabble that ply the seas, and you're a cut above the rest of the Scourge. Hells, you were on track to get officer status, and from there it's just a few centuries of raids and politics (and maybe some… 'accidents') to Fleetmaster.

The key word there is were.

…In your defense, you-

-No, even considering the fact that it was you and not somebody else, you entirely deserved it. Hells, you'd have done the same if you were the Fleetmaster. Challenges to a captain's authority need to be dealt with immediately, with no room for sentiment.

That being said, it still hurt. The Ark was your home, your crewmates were your family, and the Fleetmaster was an amazing captain, enough so that you were going to wait for her to die before making a power play. You'd served well for centuries, bringing in the plunder and the beasts, clawing your way up the ranks through combat and leadership. You'd even gotten a ship, a small one but still yours. Sure, you had ambitions, but so did every other Scourge in existence, there was nothing wrong with that.

And then, one ill-advised confrontation later, you were gone. It was a wonder the Captain didn't kill you for the disrespect, but you suppose your centuries of impeccable service meant that she 'just' told you to get the fuck out of Ulgu and forbade you from ever setting foot on the Serpent's Kiss again. Which, considering how powerful and influential your old Fleetmaster was among the scum that sailed Ulgu's shadowy seas, it wasn't an empty threat.

Well fuck them then! You didn't need the Fleetmaster or the Ark or the crew anyways! You'd make your name for yourself outside of Ulgu, you'd become the most feared Corsair to ever reave the seas, and you'd get strong enough that nobody would ever be able to tell you what to do again!

It's been twenty years almost to the day since you were exiled, and you've been doing pretty well for yourself. You have a ship, you have a crew, you've even got a bit of infamy! By any standard, you're a successful pirate, with enough money stored away to be able to retire comfortably for a few centuries, or extravagantly for a few decades. But it's never been about the money, not for you. It's glory. It's power. It's carving your name and your deeds into the heart of the world and holding your head high as you enter Dead Mathlann's halls to a raucous roar and free drinks until the end of days.

The specifics, however, elude you.

Maybe it's a Black Ark of your very own. Maybe it's walking up to your old Fleetmaster and showing her what you've become. Maybe it's joining a Binding, becoming immortal, and spending the rest of your life seeking greater and greater heights. Maybe it's finding a Godbeast and capturing it to sell to Sigmar himself, or keeping it if the Heldenhammer isn't interested. Maybe it's none of those things. You don't know.

What you do know is that you aren't satisfied. Not yet. It probably has something to do with how you're still holding to the codes of the Scourge, even if you're not really one of them now. Even still, they're words of wisdom. Take what you can. Give nothing back. Heh. Not the same as the rules of land, but still rules to live by.

Every Scourge Privateer alive and dead is a creature of greed. They just can't help but wanting, and there's nothing to stop them from taking what they want and damning the rest. You're no different.

Will you ever stop grasping for more, for the next source of power, for the next saga about your exploits? Will you ever really be satisfied with what you have? Will you ever look at what you have and think that it's enough, that you can stop now? Will there ever be a time when you feel like you've done what you wanted to do and are ready to go into a quiet retirement?

HAH!

Fuck that. It's a pirate's life for you!

----

[] Name: Aedarys
[] Name: (Write-in)


[] Male
[] Female


[] Epithet: Wavereader:
It's pretty self explanatory, you think. If you've sailed long enough, you get a bit of a sixth sense about the weather and the waves. Experienced captains are able to predict storms and read currents with ease. You go far beyond that. The patterns of the waves and the dance of the wind is as legible as the clearest handwriting on parchment. Predicting the minutiae of weather and navigating through the worst conditions is second nature to you, and you're even able to use such harsh conditions for your own ends. A naval battle in a howling storm is a lot easier when your enemy is the only one struggling to stay afloat.

[] Epithet: Doombringer: There's something about you. Something more. You're still very much an Aelf, not some sort of godbeast or demigod, but you've mastered the art of presence, of being larger than life. When you choose to, you can make hardened sailors shit themselves in terror with a glare, make yourself known even when someone can't see you, and generally feel like you're something a bit to the left of safe. It's all trickery of course, body language and facial expressions, but you've mastered the art of scaring the shit out of people, of looking like something beyond Aelven.

[] Epithet: Deadeye: Surprisingly enough, this isn't about your skill with a weapon. Well, not entirely. Instead, you got this title for your absurd vision. Shocker, right? The Aelf called 'Deadeye' can see things incredibly well. Your vision is nearly perfect, able to see things for miles and keep a steady gaze and pinpoint accuracy no matter how badly the ship is rocking. And if you squint just right, you can even sort of telescope your gaze like you're using a spyglass, able to pick out minute details past the point where most would just see blurs. Strange? Yes. But hey, you're not complaining, not when it helps you so much.

[] Epithet: Write-in: (DO NOT VOTE WITH A WRITE-IN EPITHET/POWER UNTIL I'VE LOOKED IT OVER AND GIVEN THE OK)


[] Realm: Ghur - Here Be Monsters:
Ah, Ghur! Such a lovely place! Well, except for the sea monsters, or the orruks, or the gargants, or the orruks, or the ogors, or the orruks, or the land monsters, or the orruks, or the fact that the ground can just rise up and eat you, or the fucking orruks, or whatever's going on with that Kragnos demigod (which also involves the fucking orruks), or… Okay so Ghur's a bit of a shithole actually, an entire realm where literally everything is trying to kill you at all times, including the plants and the terrain. Unsurprisingly, the Orruks fucking love the place. That being said, it's not all bad. Especially since, as a Scourge, you're in the business of beast wrangling, capturing monsters and selling them as warbeasts to anyone with coin. And there's a lot of monsters in Ghur. So you ply your trade, raiding, looting, capturing monsters, and fighting Orruk pirates who're also trying to do all those things but for people you don't like. Gorkamorka's get rule Ghur, but the good thing about that is that they don't really rule anything. Destruction is everywhere, but the constant infighting and monsters everywhere means that an enterprising pirate can get very powerful very easily. There's risk of course, but when have you shied away from risk?

[] Realm: Aqshy - From Hell's Heart: Aqshy's not so bad once you get used to the heat. It's still terrible, but it's not that bad. Sure, the seas are actively sulphuric and possibly on fire, wrecking any ship not specifically made to handle that. And sure, Khorne has a massive presence here, with cultists literally fucking everywhere, including on and under the ocean. And of course there's the mad duardin that run around hammering gold into their bodies, but they're less of a threat and more just confusing. You can appreciate their mercenary motivations at least. Obviously there's also the fire rain and the constant volcanic eruptions and the Magmadroths and the flaming orruks and the burning trees and the lack of proper drinkable water, but beyond that, Aqs- Okay no now that you've listed it all out like this, Aqshy is terrible. Thankfully, the constant fighting between literally everyone means that you have a lot of work sinking ships and looting hulls, and the beasts that live in Aqshy's oceans are monsters, perfect for capture and sale! At its core, Aqshy is a war zone, Free Cities and Khornates and Vampires and Orruks and Fyreslayers and so much more constantly fighting. So many opportunities, so many people to test your blades against, so much plunder. It's perfect for a pirate like you.

[] Realm: Shyish - Death Lies Dreaming: Shyish is terrible. There's no two ways around it, of course it's terrible. Fuck Shyish. Especially after the Necroquake, which makes navigation such a pain, having to constantly compensate for the pull of the Nadir whenever you try and go somewhere. And that's not even mentioning the undead that are everywhere. Twisted specters constantly overhead, the terrifying madness within the courts of the ghoul kings, skeletons and their vampiric overlords in their domains, the Ossiarch Bonereapers constantly demanding tithes… It's a mess. And that's not even talking about the afterlives everywhere. You obviously sail on one yourself, the Sea of Souls where all manner of sea beasts and sailors go after their deaths, but there's so many different afterlives and an incredibly large number of inhabitants, and all of them are unique and varied. Honestly, Shyish wouldn't be so bad if it weren't for Nagash. But he's here now and it's everyone's problem. Including yours, actually, because Nagash is possessive. There's a lot less fighting and a lot less beast wrangling in the seas of Shyish, because Nagash doesn't suffer thieves or rebels. You obviously do some, but most of your exploits are travelling between afterlives, smuggling and dealing with monsters. There's Orruks and Chaos and even a Free City or two, and while you'll never help Chaos, Nagash is such an asshole that you're never low on work.

A/N: I'm deciding to take my own advice and become the change I want to see in the world. No AOS Quest? I'll make one myself. And my favorite faction is the Scourge Privateers, so this was a natural choice.

Vote wise, I'd prefer if this was all by plan. Once more, for the Epithet section, run any write in epithets and powers by me before putting them into an actual vote with Xs. You don't need to do the same for the name write ins.

If you guys have any questions, feel free to ping me and I'll do my best to answer them.

And without further ado, let's get started.
 
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Informational - Mechanics
Mechanics

This quest is going to operate on the We Stand in Awe system for the most part, because it fits pretty well with a setting like Age of Sigmar. There'll be some dice rolls here and there, but those are going to be for RERs, world events, and other things outside of the player's control that I think would be fun to randomize.

Instead of rolls, most combats are going to be based on circumstances, voter plans and the abilities of the people involved.

For reference, the abilities of your character will mostly be represented by a selection of skills rated at different levels. When you train your skills, reach new heights mid-battle, or just complete an arc, you'll be awarded a number of XP to assign to different skills, representing your focus and natural talents coming to the fore. A vote will be called to see where those points get assigned, and if enough points are assigned to a given skill to push it over the threshold, that skill will be upgraded to the next appropriate level.

As a refresher, here's the skill levels in play, adjusted for Age of Sigmar. An enormous thanks to Codex for helping me balance these and make sure they're lore appropriate!

  • Incapable - Not technically a level as such, this will only show up on a character sheet in the rare event that some circumstance makes it utterly impossible for you to learn or use a particular skill.
  • Untrained - This represents the baseline, what you can accomplish without any focused training.
  • Student (100xp) - You've combined a mixture of training with hard-won experience, and can employ this skill with considerable confidence. This is the level of the baseline warriors of Age of Sigmar. Freeguild, Pirates, Chaos Cultists, Grots, and other such groups.
  • Adept (200xp) - Your skill in this field has reached the level needed to be considered an elite warrior, and few can match you or your fellows. The Scourge Privateers, Dryads, Namarti, Ogors, and Lesser Daemons, among others, stand at this level.
  • Skilled (400xp) - This is the height of power and skill achieved by non-superhumans. Of course, there's always the outliers, the freaks of talent, but for the most part, this is where a mortal's journey stops without the aid of magic or artifacts. Akhelian High Caste, Ironjawz Ardboyz, Minotaurs, and Troggoths occupy this tier.
----------Skill Barrier. Must be circumvented through various means.---------

  • Veteran (800xp) - You've stepped past the limits of ability and entered the realm of the superhuman. Fyreslayers, Kharadron Overlords with Rigs, the Hag Priestesses of Khaine, Ironjawz Brutes, Kurnoth Hunters, and Lumineth Realm-Lords are found at this level.
  • Expert (1200xp) - You're a cut above the rest of your fellows, superhuman as they are. Blood Knights, Stormcast Paladins, Mortek Guard and other such champions stand at this stage of power.
  • Master (1600xp) - You've made your mark, and are something to be reckoned with, even among the superhuman. Dracothion Guard, Necropolis Stalkers, Ironjawz Megabosses, Varanguard, and Soulblight Vampire Lords occupy this tier.
  • Champion (2400xp) - Your skill is awe-inspiring, capable of sweeping aside those of lesser worth with minimal effort. You are to the superhuman what they are to the mortal. Most named heroes of the Mortal Realms occupy this level of skill, along with Mega-Gargants and the average Greater Daemon.
  • Legendary (3200xp) - You are the acme of what is possible to achieve in the Mortal Realms. Few heroes have this level of skill in their areas of focus, and each of them is a legend beyond legends. The Celestant-Prime. Gotrek Gurnisson. Morathi, before her ascension. Volturnos, High King of the Deep. One day, your name might be whispered in the same breath as these beings.
  • Divine (???xp) - Welcome to the realm of the Gods.
In addition, I'm adding a + and - to the skills. The way it works is this; a person with a Student+ in a skill is going to be noticeably better than a person with baseline Student in that skill, but they'll still lose to someone with Adept in that skill. Similarly, someone with Adept- in a skill is noticeably worse than someone with Adept in that skill, but they'll still defeat someone with a Student rank. An Adept- and a Student+ are pretty close in terms of ability, but all other things being equal, the Adept- will win.

A + is gained partway through training a skill to achieve the next rank. How far into that rank depends mostly on narrative fiat, when I decide that you or your officers or your crew have reached that level in your training. A - on the other hand is gained if you've been taught wrong, or if you've suffered a debilitating injury, or if someone's weakened you via a curse, or something else of that nature. You'll never get a - unless something's gone wrong for you, and at that point you'll probably have bigger problems than being weaker than everyone on your tier.

If you have any questions regarding how the mechanics work, feel free to @ me and ask for any clarification you require.
 
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Informational - Character Sheet
Rihoval Deadeye

Combat Skills

  • Melee
    • Corsair Dual Wielding: Skilled (0/800 XP)
      • The Scourge style focuses on dual wielding curved blades, a relentless onslaught of blades constantly pressing forward against an opponent and seeking out weak points. Your skill is such that you can fully lock down opponents, making any action impossible. Your cutlasses strike from every angle, unbalancing foes and moving faster than they're able to react, excelling in dueling and horde clearing alike. Against monsters, you're a blur, dancing around them until you find the weak point and mercilessly exploiting it.
  • Ranged
    • Hand Crossbow: Adept (0/400 XP)
      • Your aim with a hand crossbow is enough to hit anything in range, and you're able to use it while moving, closing the gap with a blade in your hand. You're even able to use a sword and a crossbow at the same time without sacrificing the strength of either.
  • Body
    • Sea Legs: Adept+ (250/400 XP)
      • You're perfectly at home on the ocean and the pitching of a deck. More than that, you can exploit it, shifting with the waves and using the slipperiness of the deck to your advantage, moving faster than you could on land and in ways that your enemies can't predict.
    • Physicality: Adept+ (250/400 XP)
      • You keep yourself in shape. Obviously, you focus more on speed and reflexes than strength and durability, but you're no slouch in those areas. You're corded muscle and lightning fast reflexes, a blur when moving and a monster in combat. You're not exactly the pinnacle of Aelven physicality, but you're close.
  • Special
    • Deadeye: Skilled (0/800 XP)
      • Your vision is nearly superhuman. You can see for miles without a telescope, notice everything in your field of vision, instantly pick out discrepancies around you. In battle, you can easily identify weak points to exploit, and you always know what's going on around you.

Other Skills

  • Leadership: Adept (0/400 XP)
    • You're adept at commanding others. With voice and presence, your orders will be carried out by those loyal to you, clear enough that there isn't any chance of them being misinterpreted. Beyond that, you're able to use your followers adeptly, delegating and organizing so that their tasks are suited for them
  • Sailing: Adept+ (250/400 XP)
    • You're a natural seafarer, able to fill any role on any ship with ease and competence. When in command, you can plot a course and navigate around most obstacles, dealing with weather and wave easily. Of course, when dealing with Ghur's living currents and storms, you'll have more trouble, but you won't instantly die.
 
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Informational - Ship and Crew
Officers

Rakarth Blackhand

Combat Skills

  • Melee
    • Corsair Dual Wielding: Adept+ (250/400 XP)
      • The Scourge style focuses on dual wielding curved blades, a relentless onslaught of blades constantly pressing forward against an opponent and seeking out weak points. You're skilled enough to press an opponent down, keeping them on the defensive in a pounding rhythm of blows. Your cutlasses strike from every angle and keeping enemies guessing, excelling in dueling and horde clearing alike. Against monsters, you're a blur, dancing around them until they collapse from their wounds.
  • Ranged
    • Hand Crossbow: Student (0/200 XP)
      • You're practiced enough with a hand crossbow to hit what you aim at, even under naval conditions. In certain scenarios, you can dual wield, using a crossbow and a sword, though splitting your focus makes you worse at either.
  • Body
    • Sea Legs: Adept (0/400 XP)
      • You're perfectly at home on the ocean and the pitching of a deck. More than that, you can exploit it, shifting with the waves and using the slipperiness of the deck to your advantage, moving faster than you could on land and in ways that your enemies can't predict.
    • Physicality: Adept (0/400 XP)
      • You keep yourself in shape. Obviously, you focus more on speed and reflexes than strength and durability, but you're no slouch in those areas. You're corded muscle and lightning fast reflexes, a blur when moving and a monster in combat. You're not exactly the pinnacle of Aelven physicality, but you're close.
  • Special
    • Reaver Chant: Adept (0/400 XP)
      • There's a rhythm to battle, and it's expressed through song. Using a low, eerie humming, you unbalance your enemies and control the tempo of a fight. By changing the pitch and speed of your chanting, you can force your foes to move to your rhythm and confuse them into showing openings.

Other Skills

  • Teaching: Adept (0/400 XP)
    • You're a practiced educator, able to impart your knowledge to your students easily. You know the individual requirements and strengths of each of your pupils, and you're able to create tailored lesson plans to wring the greatest potential out of those you teach.
  • Medicine: Student+ (150/200 XP)
    • You're able to perform medicine without hurting your patients. You're perhaps not at the level of a fully trained surgeon or a lifelong apothecary, but you know the various herbs and reagents used to accelerate healing and treat sickness, and you know how to perform field operations.
  • Sailing: Adept (0/400 XP)
    • You're a natural seafarer, able to fill any role on any ship with ease and competence. When in command, you can plot a course and navigate around most obstacles, dealing with weather and wave easily. Of course, when dealing with Ghur's living currents and storms, you'll have more trouble, but you won't instantly die.
  • Gambling: Skilled+ (800/800 XP)
    • You are a supernal gambler, your skills at dice and cards and games of chance verging on the superhuman. You've been accused of cheating many times, and while sometimes the accusations are true, mostly you're just that good. Without considering the aid of magic, foresight, or superhuman intuition, you can honestly say that you're one of the most skilled gamblers in the Mortal Realms.

Zia Ur-Khet

Combat Skills

  • Melee
    • Fencing: Student (0/200 XP)
      • You're skilled enough with a rapier to do damage. You've fenced outside of the confines of a dueling arena, and know enough to reposition and use footwork as well as your blade, and can parry and riposte with relative ease.
  • Ranged
    • Hand Crossbow: Student (0/200 XP)
      • You're practiced enough with a hand crossbow to hit what you aim at, even under naval conditions. In certain scenarios, you can dual wield, using a crossbow and a sword, though splitting your focus makes you worse at either.
  • Body
    • Sea Legs: Student (0/200 XP)
      • You're comfortable enough on board a ship to walk like you're on land, and the waves and pitching deck don't affect you in combat.
    • Physicality: Student (0/200 XP)
      • You have the body of someone who's consistently active and exercising. You're fit enough to spend an hour or so running and jumping without issue, and can generally last till the end of a combat without collapsing into an exhausted heap.
  • Special
    • Ritual Magic: Adept+ (250/400 XP)
      • You're able to perform ritual magic without immediately opening a rift into the realms of chaos. You know the chanting, the signs, and the reagents necessary to shift the weather, summon minor spirits, and enhance ability. You're also able to keep an eye on your surroundings while doing so, making sure you don't get lost in the working.
    • Combat Magic: Student+ (150/200 XP)
      • You're capable of casting magic in combat. You're only skilled enough to conjure bolts of lightning and shields of magic when fighting for your life, but that's still a potent ability in battle.

Other Skills

  • Stewardship: Student (0/200 XP)
    • You're able to manage money and resources. You can create a budget, plan out purchases, and generally know how to save and spend currency for maximum effect. In addition, you can ration out resources for maximum utility and safety.
  • Negotiation: Adept (0/400 XP)
    • You're a skilled negotiator, able to come out of most deals as the side who's gotten the most out of the transaction. You utilize exaggeration, manipulation, lying, and a variety of other verbal tools to get what you want and make the other party think they've gotten what they want too.
  • Arcana: Adept (0/400 XP)
    • You know quite a lot about magical matters. Spell theory, ritual formulae, the various lores of magic and their effects, the natures of spirits and daemons and the undead, and even the various endless spells that dot the Realms. You're not an expert in any of these fields, but you know much more than most.

Maureen Sayle

Combat Skills

  • Melee
    • Hammer Swings: Student+ (150/200 XP)
      • You're proficient with a hammer or various other blunt weapons. You know how to swing your hammer to crush armor and skulls and ward off blows, and you're deceptively fast with the weapon.
  • Ranged
    • Homemade Hand Cannon: Adept (0/400 XP)
      • You're skilled with a monstrosity of a hand cannon that you made yourself. You can hit everything you aim at, and you've found a way to drastically increase how fast you can load the thing.
  • Body
    • Sea Legs: Student+ (150/200 XP)
      • You're comfortable enough on board a ship to walk like you're on land, and the waves and pitching deck don't affect you in combat.
    • Physicality: Adept (0/400 XP)
      • You keep yourself in shape. Obviously, you focus more on strength and durability than speed and reflexes, but you're no slouch in those areas. You're corded muscle and immense strength, a bulwark in combat and a titan in battle. You're not exactly the pinnacle of physicality, but you're close.
  • Special
    • Combat Tinkering: Student+ (150/200 XP)
      • You're able to make things even in the heat of combat. Right now, this is mostly limited to making sure you never run out of ammunition and making different types of ammo depending on the situation.

Other Skills

  • Ship Repair: Adept (0/400 XP)
    • You're good enough with ships to be able to fix one up in the middle of a Ghurish sea with limited supplies. Patch jobs, torn sails, broken masts, even holes in the hull, all can be fixed if you have enough time. It won't last forever, but you'll make sure that you can at the very least limp into port.
  • Sailing: Adept (0/400 XP)
    • You're a natural seafarer, able to fill any role on any ship with ease and competence. When in command, you can plot a course and navigate around most obstacles, dealing with weather and wave easily. Of course, when dealing with Ghur's living currents and storms, you'll have more trouble, but you won't instantly die.
  • Invention: Student (0/200 XP)
    • You dabble in invention in your free time. You know enough to draw proper schematics and blueprints, prototype, and make modifications. Your inventions aren't always practical, but they're always theoretically workable.
  • Subterfuge: Adept (0/400 XP)
    • You know quite a lot about the criminal underworld, more so than even your pirate status would suggest. The structures of various gangs, the power brokers, fixers, fences, smuggling, and various other things. You're no expert, but if it's illegal you know at least a little bit about it.

Crew

Combat Skills

  • Melee
    • Scourge Style (Simplified): Student+ (150/200 XP)
      • You've been taught a simplified variant of the Scourge Privateer fighting style that focuses on quick movements and a constant force of pressing blows. You're good enough with your weapon of choice to deal damage and keep pressing.
  • Ranged
    • Projectiles: Student+ (150/200 XP)
      • You use one of a variety of ranged weapons, and you're good enough to what you're aiming at, even in naval conditions.
    • Nets and Hooks: Student+ (150/200 XP)
      • You're proficient with nets, hooks, and other restraining tools, enough to hit your targets and restrain large monsters when working with others.
  • Body
    • Sea Legs: Student+ (150/200 XP)
      • You're comfortable enough on board a ship to walk like you're on land, and the waves and pitching deck don't affect you in combat.
    • Physicality: Student+ (150/200 XP)
      • You have the body of someone who's consistently active and exercising. You're fit enough to spend an hour or so running and jumping without issue, and can generally last till the end of a combat without collapsing into an exhausted heap.
  • Special
    • Rhythm of Battle: Student (0/200 XP)
      • There's a rhythm to battle, and you can just barely grasp it. By moving with the tempo of a fight, you're able to add to your swings and hit your opponent when they're not expecting it.

Other Skills

  • Sailing: Student+ (150/200 XP)
    • You're a competent sailor, able to fill your role on a ship with ease and work in concert with others to crew a ship.
  • Ship Repair: Student (0/200 XP)
    • You know enough about carpentry and repair to be able to make minor patch fixes. In addition, with proper guidance, you can work on larger projects and be a help instead of a detriment.
  • Arcana: Student (0/200 XP)
    • You've picked up some arcane lore. Not enough for a proper understanding, and certainly not enough to cast spells, but you can recognize magical effects and generally identify artifacts and sites of power, and even sometimes differentiate between what they're supposed to do.
  • Medicine: Student (0/200 XP)
    • You've learned enough medicine to treat your own wounds and use healing herbs. You can also act as a medical assistant in a pinch, though you probably shouldn't be let near an operating table without careful supervision.


The Sharkscar

  • Melee
    • Ramming: Adept (0/400 XP)
      • You're purpose built for ramming, with a hardened prow reinforced with some of the strongest monster bone around, able to pierce through most hulls and quite a bit of monster hide.
    • Jaws: Skilled (0/800 XP)
      • Your figurehead and prow is an enormous shark skull with opened jaws, and thanks to a bit of fiddling on the part of your mechanic, those jaws can close down rapidly, easily shearing through wood and metal and sea monster flesh.
  • Ranged
    • Incapable
      • Unfortunately, while your crew has a variety of ranged options, you yourself are utterly useless.
  • Durability
    • Durability: Skilled (0/800 XP)
      • Your hull is thick and your planks are reinforced. It takes multiple hits from a ship's cannon and more than a few monster attacks to put a proper dent in your keel, and you're quite resistant to weather and wave to boot.
  • Movement
    • Speed: Adept (0/400 XP)
      • As a ramming ship, being able to get in close is paramount. You're able to accelerate rapidly and reach quite high top speeds, enough to close the gap before most ships and some monsters can react.
    • Agility: Student+ (150/200 XP)
      • With the two winged sails on either deck, you're actually able to maneuver quite well. Not enough to turn on a dime and sail circles around other ships, but enough to generally keep up.
 
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[X] Plan Master of the Waves
-[X] Name: Azarion
-[X] Male
-[X] Epithet: Wavereader
-[X] Realm: Aqshy - From Hell's Heart
 
[x] Plan Doombringer
-[x] Name: Aedarys
-[x] Female
-[x] Epithet: Doombringer
-[x] Realm: Shyish - Death Lies Dreaming

I'm excited to see where this one goes! I love AoS, so it's wonderful to see a quest with this as the setting.

Anyways, I don't really have an argument for this plan in particular, I just think it sounds fun to be a really scary aelf(tm) in Shyish. Also, Bonereapers. Come on.
 
[X] Beast hunter
-[X] Rihoval
-[X] Female
-[X] Epithet: Deadeye
-[X] Realm: Ghur - Here be Monsters

I'll be honest, I mostly just want to be able to snag a Hydra if possible, and this seems to be the best bet to do it.
 
[] Epithet: Write-in: Ghostwanderer. No this isn't a jab that you court death every minute of your life. Well, not completely. You do risk your life every day. Such a regular task leads to certain habits. For example how to make sure nobody sees you when they feel particularly murderous. To become a spooky story for children, for the sailor that can get past even the strongest walls, whether to escape or invade, without anyone noticing, had its own charms.
 
[] Epithet: Write-in: Ghostwanderer. No this isn't a jab that you court death every minute of your life. Well, not completely. You do risk your life every day. Such a regular task leads to certain habits. For example how to make sure nobody sees you when they feel particularly murderous. To become a spooky story for children, for the sailor that can get past even the strongest walls, whether to escape or invade, without anyone noticing, had its own charms.
Hmmm. I like the idea, but it's a tad too actively supernatural. The base idea I'm going for with epithets is mundane skills that you just so happen to be supernaturally good at. Invisibility is probably a bit too much, but something like being incredibly hard to notice would work.
 
Hmmm. I like the idea, but it's a tad too actively supernatural. The base idea I'm going for with epithets is mundane skills that you just so happen to be supernaturally good at. Invisibility is probably a bit too much, but something like being incredibly hard to notice would work.
I chalk the flavor text up as hype/tavern talk but good to know the general direction works
 
[X]Plan: Beast-Queen
-[X] Name: Sithria
-[X] Epithet: Doombringer
-[X] Realm: Ghur - Here Be Monsters


Mostly I just figure Doombringer will be super useful in Ghur. The animal kingdom is made of might, but moreover, of the IMPRESSION of might. A beast never fucks with what it doesn't think it can take. Looking strong can be even better than actually being strong.
 
[X] Plan Fiery Doom
-[X] Name: Aedarys
-[X] Male
-[X] Epithet: Doombringer
-[X] Realm: Aqshy - From Hell's Heart

[X] Plan Master of the Waves
 
[X] Plan Don't Mind Me, Just Looting
-[X] Name: Aedarys
-[X] Male
-[X] Epithet: Write-in: Ghostwanderer. No this isn't a jab that you court death every minute of your life. Well, not completely. You do risk your life every day. Such a regular task leads to certain habits. For example how to make sure nobody sees you when they feel particularly murderous. To become a spooky story for children, for the sailor that can get past even the strongest walls, whether to escape or invade, without anyone noticing, had its own charms. (Not actually supernatural stealth abilities, just a handy low presence for sneaky stuff)

-[X] Realm: Aqshy - From Hell's Heart

tldr while everyone is too busy killing each other we get the real shit
 
[X] Plan: The Sea's Mistress
-[X] Name: Aedarys
-[X] Female
-[X] Epithet: Wavereader
-[X] Realm: Ghur - Here Be Monsters

[X] Plan Master of the Waves
 
[X] Plan Don't Mind Me, Just Looting

Gotta be sneaky to loot them crazies :V
also, quick wiki crawl gave me and idea....

[] Epithet: Write-in: Silvertounge: A word here, a drink there, some favors fulfilled when returning to a port and a good memory to keep them all clear in your mind.... really, its suprisingly easy. But its always great to see the disbelief on peoples face when they realize they are happy to see you back.... Doesn't hurt to know people everywhere.
 
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[] Epithet: Write-in: The Friend: A word here, a drink there, some favors fulfilled when returning to a port and a good memory to keep them all clear in your mind.... really, its suprisingly easy. But its always great to see the disbelief on peoples face when they realize they are happy to see you back.... Doesn't hurt to know people everywhere.
Hmmm. Yeah, approved, though I'd prefer if you changed the name to a single word. Something like... Silvertongue is the obvious one.
 
Excellent concept and introduction @Kaboomatic. I'll be keeping any eye on this quest.

Just a few notes if you're interested. There are a few typos on the update when it comes to the names of some species, which is understandable because it's hard to adjust at first:
The vampire bloodlines and their dread necromancers, twisted processions of omnicidal ghosts,
This isn't super notable, but Vampires in Age of Sigmar possess the "Soulblight Curse" and are often stated to be a part of the Soulblight Legions or Dynasties, although bloodlines/lineages works just as well. Vampire isn't incorrect by any means however.

I will note that ghosts are often referred to as "gheists" in Age of SIgmar. Gotta love the werid naming.
Orruks and Goblins grow out of the fucking ground.
It's Grots for Goblins.

Also, there's a funny section in the latest Orruk book on Orruk reproduction. Since I can't really quote the whole thing, I'll just post the snippet from the Lexicanum:

"It is written in Dzantaster's Bestiary of Ghur that orruks reproduce by breaking down into fungal jelly upon death, forming strange egg-sacs that draw nutrients from deep in the earth before birthing gangly and toothsome proto-orruks known as "yoofs". Thus orruks seem to emerge from caverns and fissures when least expected and are difficult to displace once they have infested an area. Alternative theories include Orruks spreading like fungus, or engaging in sexual reproduction."

Yoofs actually exist and they join Orruk clans, but they grow pretty fast. Orruks grow bigger the more they fight and the more vigorous the fight. They're kind of like Saiyans, where the tougher a fight is that they survive the bigger they get. Ironjawz are the biggest of the big.
Trolls, cyclopean things, the fucking Ogres (and that's an entirely different barrel of terrible), Giants, and a fucking horned centaur demigod now for some godsdamned reason.
Trolls are Troggoths in Age of Sigmar, and Ogres are Ogors. Giants are Gargants. This Privateer probably does not know anything about Kragnos and the deep history of his race, but just as a note, he is part of the Drogrukh race. And he is a full on God I should say, rather than a Demigod.
Any of those stuck up bastards in Sigmarabulum would die within minutes if they stepped foot down in the real world, because they're weak bitches like that. Thankfully though, you're not.
A note that the Sigmarabulum is the ring surrounding Mallus and it's where the Stormcast Eternals live. I don't think the Privateer could honestly say that when referring to them, so I assume you mean the citizens of Azyrheim, who this would definitely apply to. They don't really get to go up to the Sigmarabulum.
Ah, Ghur! Such a lovely place! Well, except for the sea monsters, or the orruks, or the gargants, or the orruks, or the ogres, or the orruks, or the land monsters, or the orruks, or the fact that the land can just rise up and eat you, or the fucking orruks, or whatever's going on with that Kragnos demigod (which also involves the fucking orruks)
Just a note on the Ogre/Ogor thing.
And of course there's the mad dawi that run around hammering gold into their bodies, but they're less of a threat and more just confusing
The Dwarves are known as Duardin even in Khazalid.

I'll go ahead and vote:
[X] Beast hunter
 
[X] Beast hunter
-[X] Rihoval
-[x] Female
-[X] Epithet: Deadeye
-[X] Realm: Ghur - Here be Monsters

Don't like reposting entire plans but the tally only seems to recognize plans if they have plan in the title.
 
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[X] Beast hunter
-[X] Rihoval
-[x] Female
-[X] Epithet: Deadeye
-[X] Realm: Ghur - Here be Monsters

[X] Plan: The Sea's Mistress

Let's go monster hunting
 
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