Eredar-The New World : A colonization RP (Full) Maybe accepting more later

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Bluedemon322

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[HEADING=1] Section 1: A Brief overview of the World[/HEADING]

The six races of Aetheras are in a state of turmoil. The enormous continent of Marein has no more unconquered land, and with all of the nations wanting more power, wealth, and influence, this is a big problem. And so they fight. The elves capturing a trollish village here, humanity clear-cutting an elven forest there. But nobody wins in this war, and the war is very expensive in terms of troops, land, and gold. The war was going on for 12 years before a human trading ship discovered a new land far to the east of the main continent. King John immediately sent ships over to colonize the new world.



It wasn't long before the other races learned of this new land, and so sent boats, zeppelins, and in one unique case, giant turtles loaded with settlers over to claim land for their nations. You are the leader of the first colony of your race. Will you conquer the new world for your king/emperor/god and doom the other races? Perhaps. Welcome to Eredar, the new world.




[HEADING=1] Section 2: The Races[/HEADING]


Pale skinned humanoids ruled by the all powerful monarch King John. One of the most adaptable races, humans are known to settle in all manner of environments. Humans are reasonably strong in stature, but live pretty short lives, about 60 years if disease or war don't take them first. Human nobles have remarkable charisma, able to inspire their armies and persuade all manner of folk.

The holy paladins of humanity are some of the most elite units in the world, heavily armored, blessed by the Eldunari, and capable of healing magic and using holy power to strengthen their allies.

Gnomes are a very curious sort. Their entire civilization is centered around their technology, a combination of steampunk and aided by magic. The gnomes are led by the Tinker-king of Veras, a very powerful mage and inventor.

Because the gnomes are rather small and weak in stature, their fighting is done with squads of six mechanical warriors each, controlled by a gnomish battle-mage riding upon the large, heavily armored mechano-spider at the rear of the squad. The gnomes travel great distances using large portals, which utilize a combination of very powerful magic and technology. The portals require six powerful mages on both sides, as well as a terribly expensive portal frame. For the initial colonization, the gnomes send their settlers on huge flying machines made weightless by a few powerful mages and propelled with technology. Their isn't enough room on a zeppelin to carry a portal frame without falling from the sky, so no portals will be built in the new world for quite some time.


The gnomish army consists mostly of small squads of battle mages, with a few mechanical war machines.

Merry folk accustomed to cold temperatures, Dwarves build their homes and kingdoms in mountains, and the royalty live in enormous halls carved from the very stone. Dwarves are hardy folk, capable of surviving for quite a while with just a barrel of ale and a small amount of food to water it down. When the old king died, his three sons fought for control of the throne. After 6 years of war, the Stonebeard clan was victorious, the losers assimilated. Dwarves travel to the new land in great boats stuffed with ale. The Dwarven armies are the standard rank and file warriors clothed in heavy armor, but their discipline and training are renowned across the world. Dwarven people can go hungry for longer then other races, and are very resistant to cold and disease. Dwarves are very loyal to the king, and will never betray the dwarven kingdom. Dwarven armor and weaponry is considered the greatest in the world, the legendary staff of Goldenstar is said to have been forged by the dwarves using dwarvish metal, a branch from Ygdrassil, blessed by the human light, and quenched using a combination of trollish voodoo and water from the well of Eternity. This great and powerful weapon is rumoured to be hidden in a great temple in the New World.

Tall, pale defenders of Nature and its inhabitants, the elves live exclusively in large forests. Due to their close affinity with nature and animals, the elves specialize in druidic power and animal taming. The elves have immortality, granted to them by Ygdrassil, the world tree in the center of Eversong Forest. Not much is known about this great tree, because the elves guard it with their lives, but it is rumoured that Ygdrassil was watered by the Well of Eternity itself. It is certain that the tree is incredibly powerful, and inhabited by the animal gods themselves, as well as the most powerful druids and the Highlord Tirion, who is said to communicate with the greatest and oldest nature spirits as an equal.
The elven armies consist mostly of self sufficient squads of bowmen, druids, and tamed pets that ambush invaders and then dissapear into the treetops.

The trolls are a tall, lean, very laid back race accustomed to great, steamy jungles. The troll nation actually consists of several tribes all united under one great lead, Zol-Jihn, a powerful shaman and communer with da' voodooh. The trolls are deeply ceremonial and yet laid back at the same time, reveling quite often with celebrations designed to bring glory to their jungle spirits which often involve manic ritualistic procreation afterwards. Because of this, they are considered primitive and paganistic by humanity. The troll forces are not an organized army, rather they fight using guerrilla tactics and lightly armored lightning forces armed with spears and powerful tribal magics gained from the spirits.


Great burly green creatures, Orcish warriors are the strongest and fiercest warriors in the world, never backing down from a challenge. The Orc nation is a simple one, consisting of warriors, farmers, and a slave class of enslaved demons used for the difficult and dangerous work. The orc is led by a Warchief. The warchief is the greatest warrior at a competition which happens whenever the old warchief dies. The more important orcs get the right to challenge the warchief for leader in a lethal, unarmed duel to the death. Because the warchief already fought for his position, challengers generally fail in their task. Orcs are sworn enemies of humanity, due to the many years they spent as slaves to them.

[HEADING=1] Section 3: Gameplay[/HEADING]

This will be an RP in which You are the leader of the new colony of your race. You may choose any of the six races described above, and will roleplay as the leader of your colony. Your colony is the FIRST one sent by your race, and due to the war on the mainland its unlikely your race will be able to send more for a while. Your initial boat, giant turtle, flying machine, etc. will be loaded with 50 settlers, various race-specific items, a few supplies, and a few tools. Out of these settlers, 5 will be race-specific elite warriors, 20 will be gatherers/workmen/farmers, 10 will be common soldiers, 5 will be specialists, and 10 will be untrained.

You will lose settlers very quickly to hunger, cold, angry natives, etc.

[HEADING=1] Rules:[/HEADING]

You will roleplay as the leader of your colony, so you can order your colonists around in different ways, depending on race. Only one person, per race. The best writers and/or the first people here get the position for that race. Im hoping for six people at the start, people can be added on as new colonies or reinforcements after a while. I will decide what happens as a result of your decisions or orders. Colonist leaders get to bring ONE artifact with them: This can be anything from a powerful magical crystal to a great weapon to a large tome filled with knowledge...Whatever is reasonable. No super omega death rays


Character sheets will be something like this:

Colony Name:
Race:
Leaders Name:
Colony and Leaders Background:
Artifact:


Good luck and welcome to the New World!
 

XThecommander

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I reserve the gnomes, I will have a character sheet soon.

Edit:
Questions directly with my race
Before I make my character sheet fully, I need a few questions answered
How advanced is the technology? In other words, can I have some sort of primitive firearm?

Secondly, Can I have gliders and or very early planes, on the same note, do they also have hot air balloons that can keep up with the zeppelin?

Finally, Am I allowed to have golems and self powered machines (In other words, some sort of guards that attack certain things on sight.)

Also, please specify the materials that I have avaiable (Am I able to make steel, or have some sort of other material used for building machines or structures?)

Please answer the questions if you can, I only ask these because I don't want to be overpowered or to be unfair to any of the other players. I look forward to playing this (that is if anyone else joins.)
 

Bluedemon322

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XThecommander said:

No firearms...The flying machines consist of a few zeppelins loaded with gnomes and a few supplies to get them started in the new world. The zeppelins don't fly very high, because they're pretty heavy. The zeppelin is essentially a flying boat, kept aloft using magic to decrease the density and engines to propel it. There is however, a very large blimp-like structure filled with various gases above it, a well aimed arrow could cause your boat to ignite in flames and crash.

No gliders. I will allow slow fall spells to your mage gnomes.

No self powered machines either... Machines are magically charged and controlled by a battle-gnome. You have no machines with you as of yet...Unless you build some there your forces will consist entirely of a few gnome mages supported by rather weak gnomish militia



Also: dont worry about people.I will start whenever you are ready...Others can be added on later pretty easily. The game is about successfully colonizing for your race, so a lot of the danger will be from the native land rather then your rivals until later. I imagine the game will play similar to Dwarf Fortress except hopefully more user friendly.








As soon as you write your sheet I can get an introductory post up and begin the battle for domination of the new world.
 

Captain Pirate

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I'm liking the Warcraft inspiration in the story.
Colony Name: Ironbeard Colonisation Foothold
Race: Dwarf
Leaders Name: Balinothan Ironbeard
Colony and Leaders Background: The Ironbeard Colinisation Foothold consists of mostly Ironbeard family and people who lived on Ironbeard-owned land in Wrestmount, a Dwarven settlement on a small mountain in a jungle. Balinothan's father was famous for conquering half of the jungle that Wrestmount now lies in, and the Ironbeards settled their, still upholding the old Dwarven ways but now becoming adept hunters due to the vast (and often hostile) wildlife in their new home. Balinothan is the most well-reknown of these hunters, and is commonly believed to be the mightiest Dwarven Hunter alive, and after his father's demise at the hands of a cave wolf, Balinothan took up the leadership of the Ironbeards. In respect for an enemy, a common tradition in Ironbeard history is to honour the entity which defeats your maker, and as such Balinothan has a Cave Wolf as a pet; a creature about the size of a normal wolf, with dark-iron coloured fur and more widely spread out legs for traversing cave walls.

Balinothan has taken his colonisation foothold, including his wife, son, two brothers and their wives, two sons and a daughter, to this New World in a royally appointed mission to claim new Dwarven Territory and discover new artifacts.

Artifact: The Tome of Finding, a tarnished iron tome discovered by Balinothan's great-grandfather, while mining in the Caverns of Elrail. Five of the Tome's six pages are made up of unitelligible writing, but it's last page is a map that, after research and following it, leads to undiscovered Caverns thought to contain other items of Dwarven interest.
It is unknown who or what made this Tome, and how. No earthly remains were discovered in it's place of discovery, just empty underground grand caverns.

Sorry if it's a little long, and please tell me if there's anything that needs changing. And if I'm allowed for my Leader to have a pet.. :)

I'm also still a little confused as to how this will all work.. like how will we colonise and interact with other factions? Can we be diplomatic, and share land and resources with racial allies, and declare all-out war on enemies or what?
 

XThecommander

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My Sheet (Warning, this is very long, prepare your hot pocket.)
Colony Name:Zeifen, named after a honorable leader.

Race:Gnome

Leader Name:prince Vecha Z Crump

Colony And Leaders Backgrond:The colony of Zeifen is named after the previous king, Zeifen Z Grashin, he sacrificed himself so that his family could escape from a terrible malfunction of one of the new types of machines. The leader is the son of Zeifen, however, his last name changed due to the fact that the crump family had gained power and now leads the nation, there had been an agreement long ago when Zeifen first became leader that he would give the crump family the throne if his son was not able to serve yet, otherwise the throne would stay with the Grashin family. However Vecha was not anywhere close of age, nor had he proven himself a worthy leader. Years passed and the Crump family had made sure the inner ring of settlements was well protected, under the rule of the Crump family, technology prospered, but there had been a major changes, such as there was less freedom than before, also, there had been more work done by machines then by people, which had upset the religious beliefs of Mecha, a religion based on machines being equally treated as men. This had lead to many conflicts, including terrorizing the public, however, there was suddenly a decline in violence as of late, it was accpected they would try a full rebelion against the city. However one never came, it is now been 10 years, Vecha is now 25, old enough to be crowned king, however he is given one task to prove himself, to colonize the new land and claim it for the imperial city of Valparagon.

Artifact:Valparian scroll of machines, many of the machines made by the gnomes today comes from the valparian golems, an ancient civiliaztion of golems, only a few exist today, these golems however are incapable of fighting and only elders who keep peace in the society. This scroll provides blueprints for airships and other creations, however it is written in a language that only a gnome sholar is able to read(The valparian language). It is also boobie trapped to make sure that no one steals this sacred piece of information, it can however be deciphered, but the process would take years to do, it took the gnomes a decade to accomplish.
with the artifact you may specify if I can use it like this, and I will make a table about the golems production times. Also, specify the range that my gnomes may control the machiens from.
 

bohonos

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Nov 19, 2009
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Reserving the elves character sheet ready in a bit.

Because elves are immortal does that mean im good for disease an all that?
 

bohonos

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My Sheet, sorry if it's a bit long and tell me if there's anything I need to change.

Colony Name: Xanendithe, after Prince Xanen Woodsoul

Race: Elves

Leaders Name: General Otofalcon Silentread

Colony and Leaders Background: The Elves? Colony was originally meant to be lead by the much liked Prince Xanen Woodsoul, Heir to Belian Woodsoul, King of the Elves. However, during the journey from Aetheras the Prince?s power hungry bodyguard General Otofalcon Silentread murdered Xanen in his sleep. As no high-ranking Lords or Ladies were sent to be part of the colony the most powerful person after Xanen was General Silentread and therefore he was appointed the leader of the colony. Once the finest warrior in the Elven Army, General Silentread was wounded terribly in battle during the raid of a Trollish city and has never fully recovered. He has not been out on the battlefield since his injury and he hates his new assignment as bodyguard of the Prince. Despised by many due to his arrogant manner the General feels that the service he rendered race has not been repaid and that in murdering the Prince and taken from him control of the colony he is only receiving the power he is due. The people of the colony though of Xanen as a great leader and decided that they would name the colony after him.

Artifact: The Tome of Healing. Comprised by the genius Elven Healer Kevhand Soundinghorn the Tome of Healing contains the cure and symptoms for every disease in existence. The tome allows Elves of the colony to immediately identify and cure any disease a settler contracts preventing them from losing settlers to disease.
 

Bluedemon322

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Captain Pirate said:
Sheet approved. Glad you noticed the warcraft inspiration.


As for leaders, Yes, pets are allowed if you can come up with a good enough reason to have one...thats fine. Yes, there will be a certain amount of diplomacy eventually...I doubt it will be for a while though because your race doesn't know where the other colonies are in game...And The new world is a rather large and diverse continent. You will definitely meet up with other nations and civilizations eventually, though you won't be able to make any decisions without your monarch/god emperor/Highlord/Warchief sending orders of some sort on what to do.

XThecommander said:

Im concerned about the golems. Golems are clay/wood/iron/steel shells brought to life using some sort of soul or magic or life. That doesn't really go with the gnomish ideal, could you change your artifact to some kind of mechanical creature instead? Also, Having enormous golems fighting for you from the start just seems a little overpowered considering the other
people are wielding swords, or in a few cases, spears and poisoned arrows.




To Elf guy, thats all good. Character accepted.



TO EVERYBODY: Dont forget you will need to find some way to provide food, shelter, warmth, water, and happiness unless you want them to get pissed and overthrow you!


Good Luck and may the odds be Ever in your favor!


Cookie to whoever can tell me the above lines origins
 

XThecommander

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@Bluedemon332 I changed the artifact but the lore remains the same in a way, the artifact is now a scroll(blueprint, but it is in a scroll), just go back and read the character sheet, in the artifact section.
 

Anarchemitis

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Colony Name: Grunenberg
Race: Humans
Leaders Name: Baron Harold Doetker von Rotstein
Colony and Leaders Background: Grunenberg was founded by a private commission from the Royal Ministry of Discovery in collaboration with the Province of Dauschter to find valuable minerals and exotic goods to trade in order to expand the Kingdom's trade status. The town has prospered in the years of it being, due to the phenomenal success of trade with the homeland of the discovery of abundant silver and high carbon coal, as well as scientific pursuits in the finding of new species of plantlife and animals. Even through travel to the colony from the mainland takes nearly two months, ships arrive and depart more than three times a week to match supply and demand of goods. Food comes in the form of locally caught fish and grain farmed near the town wall, as well as the occasional shipment of red meat or other rarities shipped from the homeland, with water supplied by distillation of seawater with the coal. Local cedar trees have recently become a fashionable as well as practical construction material in the homeland as well, further increasing Grunenberg's populous explosion.
As assigned by the Grunenberg Royal Administration, Harold Doetker has become its most recent Civil Major. Due to political unrest in the Capital, Baron Harold von Rotstein was assigned in order to maintain the city with knowledge of tactics and battle if in the event it was required. Harold Doetker is the son of a destitute farmer-turned successful industrialist, whom has shown much promise in his ability to lead and command and adept knowledge of field tactics in the Military Academy.
Artifact: The Shield of Meken-Schiedler, a Green chevron shield which has inspired bravery and honor in the Dauschter people for nine centuries since it was part of the armor the great warrior Oskir. Many consider it a strong inspiring factor for those who endured hardships in the early days of the colony, and will continue to do so even in the face of famine or war.
 

Bluedemon322

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Anarchemitis said:
Reserve for Humans please and thank you graciously.
Sgt_Jakeman214 said:
I would like to reserve the Humans please. Someone around here's gotta represent!

It appears as though two people, both without sheets, want the same race! Hmmmm.....I suggest one of you claims a different race. We still dont have no orcs or trolls. If neither of you will relent, I'll figure something out.
 

Sgt_Jakeman214

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Okay then, I'll take the orks! We gonna squish dem pansy Humans!

But I'll have to post a sheet later, as dinner is being served right now. The Joys of living in Australia at 7pm!
 

Captain Pirate

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Wahey, I'm in! Can we choose our mode of transport to getting to the New World?
I was thinking along the lines of a massive, hairy creature that can also swim...
 
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Colony Name: Razman's Hope
Race: Troll
Leaders Name: Razak Razman
Colony and Leaders Background: The colony, and many others like it, are the direct result of a new disease that is slowly spreading through the troll race, spread by a native insect of their jungle home. Looking to find a safer and more hospitable place to live, the trolls have begun extensive colonization.

Razak, a great warrior who was said to once quell an entire rebellion single-handedly (Which is a legend that actually never reached his ears. He was given the job of leading and protecting one of the colonies after news that his son, another warrior and leader of a colony himself, was killed trying to protect them.

Artifact: The Sword of Nature. Razak's personal weapon, if it is buried so that only the blade is showing, Razak can meditate for a few hours without being disturbed, he can change the weather in a local area.
 

Bluedemon322

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Unfortunately we have more people then I have room for now. Here is a list of the roles

Gnomes: Xthecommander

Dwarves: Captain Pirate

Humans: Anarchemitis

Orcs: Sgt_Jakeman214

Elves: Bohonos

Trolls: Agent 51 or Kronos Talon








KronosTalon said:
Can I reserve trolls? Fun stuff right there mon.
But for now, bed.
If you can get in a sheet soon I'll give you the position cause you reserved a good 7 hours before Agent 51.


Agent51 said:
If he turns in a good sheet, I'll find something for you after the game begins.
Captain Pirate said:
Wahey, I'm in! Can we choose our mode of transport to getting to the New World?
I was thinking along the lines of a massive, hairy creature that can also swim...
Thats awesome: you just gotta think of some reason they would be riding an enormous hairy creature that also swims rather then a boat...
 

KronosTalon

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Colony name:Da Jihn's Glory
Race:Troll
Leader name: Dak'Zul
Colony and Leader background:Da Jihn's Glory was named after there great leader, Zul'Jihn. The colony was created when Zul'Jihn himself ordered it after he had been communing with the spirits of the jungle. The expedition would be to look for a lost tribe, one not in Zul'Jihns grand tribe. The expedition was
for peace, and the tribe agreed with him 100 percent. They would find there long lost brothers and sisters in this far away place, and bring there tribe back to meet with Zul'Jihn. Dak'Zul was appointed to be leader of the colony, and to talk with the tribes leaders when there, and telling them of Zul'Jihns glory.

Dak'Zul was one of the few who had the honor of working under Zul'Jihn in the ways of there tribes Voodoo and to become a witchdoctor. He trained in the ways of the Voodoo and learned to channel the spirits just as there great leader did. When Zul'Jihn deemed him a Witchdoctor, Dak was given the suffix of Zul, meaning one who channels the Voodoo, Or witchdoctor in short. It was a great honor for him, and he devoted his life to his tribe and it's grand ruler. When he was asked to go on an expedition to foun a new colony, he could not refuse, this was his chance to help the tribe, His tribe, find greater glory for the whole of the troll race.
Artifact: The serpent staff. A staff given to Dak'Zul from Zul'Jihn himself. It has the power to imbue the tribes weapons with a poison, very potent, but slow acting and very painful. The witchdoctor himself has a large vial of the antidote, or any accidents that may happen. Very old staff, cannot be used in melee combat.
 

Bluedemon322

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OOC: Ok, well Kronos Talon reserved it first, but agent 51 got the sheet in first...Kronos, your the trollish colony. Agent51, your a reserve. Sorry! But for now, LET THE GAME BEGIN....RIght after this commercial break!

And so the boats pushed off of Marein, headed for the new world. The journey was horrible. All of your colonists crammed onto 4 small boats, headed for a continent you weren't even sure existed. At first everyone was in high spirits. All the land they could hope for, if they managed to build this colony successfully. And the weather was beautiful too, although Midshipman Argos was certain that something bad was bound to happen. And unfortunately, he was right. About a week after leaving the harbor, it grew very cold and the wind was blowing in the wrong direction, back towards Marein. You were forced to pull down the sails and row. And then it got worse. The waters were rough and rocked the boat horribly all hours of the day, and people began despairing, wishing they had just stayed in Marein. One night, a great storm blew in and destroyed one of your ships, and of the 20 people on board, only 7 were rescued along with a few soggy bags of grain. And then, the storm passed by and the horizon was alight with brilliant sunlight. A great eastern wind appeared, and your people rejoiced and feasted as the wind carried you for a good month towards the New World.

Most of your food was provided by fishing and the slaughter of various cattle. Disaster struck once again, in the form of several black sloops swooping in at the dead of night to ambush you. Your forces were taken by surprise, but you had great warriors on your side, and they had a ragtag force of multi-racial pirates. You defeated them with only 7 casualties, and seized their ship and captured about 20 of them. Your people chained them up and you called for a meeting to decide the fate of these pirates. Now is your chance to show your people that you are truly a great leader. What do you do?



In an attempt to not have to write 5 introductions, Iv written one vague one. Don't worry, the whole game won't be like this, just this part to establish with your people what kind of leader you are. I'll write a few separate things as a result of whatever each colony decides. Good luck!
 

Anarchemitis

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The third bell, indicating the second night watch, was not the thing that woke the Baron. An abrupt but quite polite knock on the door heralded his attention away from his dreaming sleep. Harold opened the door to be greeted by three of the ship's marines as well as the Captain of the ship standing before him.
*yawn* "Good Morning, Captain. Is something the matter?"
"Not as much anymore, young master." he said with a hint of disdain. "We were attacked by pirates not even an hour ago. In their attempt to take us a prize, we've defeated them. I am surprised you were able to sleep through the conflict."
"Excellent work, Captain-" began Harold, being interrupted.
"-And it has been the elective of the crew that you, being the new Major, decide the fate of some nineteen pirates which we have taken captive, in addition to their vessel."
The Baron raised an eyebrow, before turning from the door, sitting down at his bed and putting on his boots. With an impeccable pace he procured his hat and followed the Captain to the main deck where all 19 of the sullen men sat, surrounded by the night watches' emerald coated Marines. The Baron glanced up at the sky. Stars dotted brilliantly the tapestry of the heavens, his eyes being guided back down to the deck from the mast. He put his hand to his chin, stroking his small brown beard. He turned, noting the other authority present on deck, the Lieutenant, the Captain having disappeared.
"Where is the Captain?"
"Perished in the fighting."
"Our Captain?"
"He was retiring for the night after he woke you. This matter is in your hands, my Baron."
As he pondered, he put his hands behind his back and gazed at the captured men. They looked back with eyes of defeated men; intimidated, apologetic, fearful even.
"Are their any provisions aboard their vessel?"
"The Crimson Vigil, sir. Our Marines are already inspecting it for supplies." He noticed one of the pirates staring back into his eyes. It was naught but a child.
"You, boy. How old are you?" questioned the Baron.
"Twelve years sir, on my mother's name." replied the small criminal. Harold continued to ponder for a moment.
"Bring any provisions of theirs to our storage to add to our supply. Send these men to the brig and have them clapped in irons. They shall have daily rations of food and water as per what is accommodating by the Captain's say, tomorrow morning."
"And their ship, sir?"
"We'll take it with us. It will be re-purposed once we arrive, as well as these criminals. I'll see that they're put to work on the farms, unless they feel so recalcitrant to test my mercy." said the Baron in an elevating tone so that it was easy for the captured men to hear.
"Very good sir. Mr. Dawes." exclaimed the Lieutenant.
[sup]"Sah!"[/sup]
"See to it."
[sup]"Yessah!"[/sup]
"Thank you very much, Lieutenant. If that is all, I shall return to bed." stated the Baron. He turned and went back down the steps to the staterooms. The scuffle of feet and reverberating of commands went underway as he ducked below deck as the present men carried out his orders. Certainly it would be but the first of many adventures the Baron would be undertaking in the coming days and weeks.

Put Out Of Game or Out Of Character conversation and notes in spoilers like this one. Quote it to deconstruct the BB code.