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» crew: hideaway
THE HIDEAWAY
CAPTAIN: CIDOLFUS TELAMON
SHIP: THE ENTERPRISE II
ARMADA: CORSAIR
BASE: THE ROOST
ABOUT THE CREW
While the Hideaway has a bit of a "found family" atmosphere and Cid is always looking for unique talents to help foster and develop, the crew itself has developed two main focuses over time:
Along with these goals, the Hideaway maintains its independent, "free to do what you want" direction. Taking the odd jobs, helping others, and just living a more "free adventure life" of the Corsairs, even acting something like "Robin Hood" with their actions. However, although the Hideaway is on the "nicer" side of the Corsair group, they still behave and act more like outlaws, willing to bend and break the rules if needed.
Although they are primarily affiliated with the Corsairs, Cid is open to make affiliations with the Paladins, even open to inviting any. They would just have to be okay with some of the "misadventures" and "questionable" endeavors they may get into.
- Rescue those in need. In large part due to Benedikta's Sanctuary, the crew will keep an eye and ear out for those who are in unfortunate circumstances, particularly in abusive or captive situations. They especially look into situations that local enforcement may have difficulty handling, so it can be a little more dangerous and lean towards "vigilantism." This part they're a bit more secretive about since wouldn't want too much attention on them.
- Rift Research. Quite a few members are interested in how the rifts work and would like it to be a little less unpredictable. Thus from traditional scholarly research to exploring new islands and ruins diving, they're starting to look into ancient magic and what could help glean more information about the rifts.
Along with these goals, the Hideaway maintains its independent, "free to do what you want" direction. Taking the odd jobs, helping others, and just living a more "free adventure life" of the Corsairs, even acting something like "Robin Hood" with their actions. However, although the Hideaway is on the "nicer" side of the Corsair group, they still behave and act more like outlaws, willing to bend and break the rules if needed.
Although they are primarily affiliated with the Corsairs, Cid is open to make affiliations with the Paladins, even open to inviting any. They would just have to be okay with some of the "misadventures" and "questionable" endeavors they may get into.
CREW LIST
CIDOLFUS TELAMON
CAPTAIN'S HUSBAND
CAPTAIN'S HUSBAND
BENEDIKTA HARMAN
CAPTAIN'S WIFE
CAPTAIN'S WIFE
MIDADOL TELAMON
FIRST MATE DAUGHTER
FIRST MATE DAUGHTER
CLIVE ROSFIELD
OUTLAW SON
OUTLAW SON
JILL WARRICK
DAUGHTER-IN-LAW
DAUGHTER-IN-LAW
JOSHUA ROSFIELD
THE BABY
THE BABY
DION LESAGE
DRAGON PRINCE
DRAGON PRINCE
KAVEH
ARCHITECT
ARCHITECT
ALHAITHAM
OCTOPUS SECRETARY
OCTOPUS SECRETARY
ENTERPRISE
THE OTHER ENTERPRISE
THE OTHER ENTERPRISE
GALE DEKARIOS
WISE WIZARD
WISE WIZARD
ALFYN GREENGRASS
APOTHECARY
APOTHECARY
G'RAHA TIA
CATBOY MAGE
CATBOY MAGE
HAWKS
BIRDMAN
BIRDMAN
CLAUDE VON RIEGAN
WYVERN BOY
WYVERN BOY
LEONA KINGSCHOLAR
LION BOY
LION BOY
THE ENTERPRISE II
It's not the largest ship, but it is still a sizeable galleon with enough space to grow should his little crew continue to expand. However, what it lacks in size it makes up in speed, its design made to cut through the waves faster than broader ships as well as better maneuverability, making it the perfect ship to sneak through smaller channels and coves. It has modern, up to date systems with standard weaponry such as cannons and magitech systems that Cid will work to improve upon.
SHIP UPGRADES:
SHIP UPGRADES:
- Workshop: Designated workshop for all our tinkering needs.
- Scales of the Dragon: Increases ships toughness and durability.
- Hydro Cannons: A sturdy cannon decorated with churning wave adornments. When fired, the cannon and the impact of the cannonballs explode in a burst of torrential water.
THE ROOST
A sizeable island hidden by fog and rough seas, its rock walls provide further defense as there are only two ways into the island, one of them underwater and the other through a secret entrance hidden by a large outer waterfall. The inner island is filled with dense forests and enough fresh water and fields to provide for a small population. And high atop the cliffs are gryphons that will perhaps learn to live with the island's new occupants.
Within the caverns is the hidden ruins of a small town that must have once been occupied by a tribe that once lived and worshiped the gryphons of the island. Built into the rock, these ruins will serve as the primary base of operations and residence, but there is enough land outside for those who prefer outside.
(Log of acquisition here)
ISLAND UPGRADES:
GALLERY code by efrynidel
Within the caverns is the hidden ruins of a small town that must have once been occupied by a tribe that once lived and worshiped the gryphons of the island. Built into the rock, these ruins will serve as the primary base of operations and residence, but there is enough land outside for those who prefer outside.
(Log of acquisition here)
ISLAND UPGRADES:
- Armada's Headquarters: A large, stately property with many comfortable rooms for sleeping, eating, housing supplies, and other needed amenities. Can comfortably hold up to 20 people, with the option of adding additional living quarters should the need arise.
- Frightening Flora: A way to protect one’s island while also being environmentally friendly. Fill your island with various plants that can ensnare, entangle, misdirect, and disorient would-be foes.
- Hired Hands: Hire some simple patrol units to keep watch of your island. Each unit is hired straight from the Paladins or Corsairs, depending on the crew’s allegiance.
AFFILIATES
TBA