<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=300649.msg14701799#msg14701799">Quote from: Stendarr on 17-02-2019, 18:46:53</a></div></div><blockquote class="bbc_standard_quote">Are we going to start a side thread for some shenanigans then? If someone does count me in.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>I imagine some of those would best go under solos, but if there's interest I'd gladly open a "prequel" thread with an understanding that the events predate the destruction of the ship by some days and will not be a direct run-up (i.e. you will<em>resume control</em>post-wreck).<br/><br/>I have now seen Zaer has already taken the liberty (https://elliquiy.com/forums/index.php?topic=300769.0), which is quite alright.  Please just bear in mind this is for character-relation purposes, the "Adventure proper" won't begin until the 20th.<br/><br/><hr/><br/>Re:Crew, I had imagined a smaller crew of 20-30, the design being caravel-inspired with the understanding that certain fantasy races are ahead of the tech curve compared to humanity's journey and this knowledge has proliferated enough to make it viable.<br/><br/>I realize that's a bit beyond the stated tech scope, but I honestly was anticipating neither a keen interest in shipboard activities nor the question of crew arising (I'm trying not to spoil anything but you can expect less than 100% survival rates).<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=300649.msg14701903#msg14701903">Quote from: Tavarokk on 17-02-2019, 19:43:31</a></div></div><blockquote class="bbc_standard_quote">Well, setting aside small and obsolete vessels like early caravels or cogs, I'd say anywhere between 50 and 200-300 depending on ship size, sails setup and intended cargo value. In the interest of keeping things from getting out of hand, we could settle on something like a fluyt or a schooner with 60-ish crew, unless the GM has other plans.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>A caravel is more or less exactly what I had in mind, which while small could transport certain goods quickly enough to make the voyage profitable.  Suffice to say the captain has only let on that the ship transports cotton, spices, and a small quantity of ivory he keeps in his personal quarters.  I'm certain I've just piqued more interest than intended with this, hoping I don't wind up regretting it because to emphasize again<em>play begins on the island</em>.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=300649.msg14701821#msg14701821">Quote from: Elven Sex Goddess on 17-02-2019, 19:00:25</a></div></div><blockquote class="bbc_standard_quote">Just a suggestion.<br/><br/>Sailors of old were notorious superstitious lot.   It could be said that the surviving lot of sailors blamed our characters for the shipwreck.   An thus forced us to move separate from the main shipwreck camp of sailors that survived and others not deemed to be ones that brought bad luck.    <br/><br/>Thus are DM can have a ready pool for humanoid like antagonist to pull from for devious designs on the group.  <br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>That's a fair point, though superstition transforms to a degree in world with demonstrable magic there are lots of conclusions they might draw in the wake of the events to come.  They may/may not feel positively or negatively towards you.<br/><br/>This is another one of those areas where I must avoid granting any<em>satisfying </em>answers because it would constitute a spoiler.  I ask for your forgiveness and patience in this.  Only three more days!<br/><br/><hr/><br/>It occurs to me that knowing who's on the ship would probably be useful for the kinds of activities the group is planning.  So!<br/><br/><strong>Captain</strong>: Gregor Ilran, Human, m<br/><strong>Helm</strong>: Tal Reith, Half-Elf (Wood), f<br/><strong>Cook</strong>: Abernae, Halfling, f<br/><br/>The crew is staffed half by humans, half by halfbreeds--the most common being half-elves.  Zaer's character is somewhat unique.  There are around twenty-five of them.<br/><br/>Captain Ilran considers bringing libertines aboard a cheaper way to improve morale than buying extra rations of rum and grog, though he grows consternated by the constant distractions they provide.  Still, he's very interested in having sex with them, so he mostly keeps this to himself.