Spiritsail

Pitch Document
[Excerpt]

The Spiritsail is a legendary ship that has the ability to be seen yet not seen. It is not invisible, instead never leaves and is rather ignored, giving the impression of not being there. This makes it easy for the Spiritsail to appear to vanish from plain sight when it leaves a port. It also means it is nigh impossible to find in the open ocean, giving it excellent protection against pirates. The crew members have special rings that allow them to see the ship. Attuned to the individual sailor or officer, the rings are not useable by anyone else so if a crew member is robbed the ring is often discarded.

Argus, the navigator of the Spiritsail and his crewmate Jejyun, are shanghaied by the Orien Empire with the intention of having his information about the Spiritsail taken from him and then turned into a slave. Jejyun, another member of the crew was captured with him. While Argus was unconscious, Jejyun freed them both and left Argus to search for the Spirtsail and warn her. She is berthed somewhere on the island, and it is up to Argus to find her before the natives find him. As long as he follows the signs left by Jejyun to warn him where the danger lays, he should be safe. However should he miss a sign and stray from the path, he finds himself the wilds of a foreign land populated with carnivores and cannibals.

In order to make it safely back to his ship, he must traverse the land searching for Jejyun’s clues scattered throughout the land. For fear of being discovered, Jejyun did not make the signs obvious, relying on Argus’ astute mind to uncover and understand the signs. They vary from plain text written in code to branches in certain formations and marks on objects. Once decoded, they will lead him to his full freedom by rejoining his captain and the rest of the crew on the Spiritsail. Hopefully he will make it in time before the Orien discover he is missing…

Protagonists

Argus Bloodthorne: The navigator of the Spiritsail. One of the two crew captured by the Orien, he is a human. Approximately 5’10-6’, he has the swarthy appearance of a man who has spent many years in the open ocean. He appears to be early thirties although true age is round about four centuries. Favors the short sword as a weapon, and has an absolute sense of direction that allows him to always tell which direction is north. His goal is to find the Spiritsail so he can warn the other crew members. As long as he follows the signs left by Jejyun to warn him where the danger lays, he should be safe. However should he miss a sign and stray from the path, he finds himself the wilds of a foreign land populated with carnivorous plants and the cannibalistic Almadeen.

Jejyu the Swifttalon: A crewmen on the Spiritsail, he can usually be found in the crows’ nest. One of the two crew captured by the Orien, he affects a rescue for the two captives, and leaves Argus to wake up in relative safety while he searches out a way to distract the Orien and their Almadeen allies. In order to ensure Argus makes it safely across the island, Jejyun leaves him various clues that will prevent him from falling into traps or encountering and Almadeen patrols. One of the purr’atha, Jejyun is approximately 5’11”, but how old he is in uncertain as after maturing age is difficult to discern in the purr’atha. Jejyun has brown and white fur and a longer tail than usual for his kind. He often coats one set of claws with the poison Ingot.

Adeela: She is a Moreena bird who has lost her way from her nest, driven out by Almadeen hunters. Once Argus helps her back to her nest, he discovers she is hording his ring; however before he can claim it, she swallows it. The bright plumage of the Moreena birds make them stand out against the vegetation of Quatex’s jungle, making her a tasty and easy target to find for the Almadeen. Moreena birds have the unfortunate habit of swallowing shiny things.

Antagonists 

UnderLord Thedus Lac:  The leader of the Orien contingent who attacked Argus and Jejyun. He wants to Spiritsail to find out her secrets and use as a flagship in a fleet of his own, and use her way of being in plain sight yet not seen on all of his fleet. What he intends to do with that fleet is unknown; however there are rumors he is intending a coup against the Orien OverLords.

The Orien: Representatives from the fading Orien Empire who seek to recapture Argus.

Almadeen:  Though set to guard Argus and prevent his escape, they are more likely to eat their charges, and were neglectful enough in guard duty to allow Jejyun and Argus to escape. They now seek to recapture and eat Argus and Jejyun.

The Island

The setting for Spiritsail is a fantasy medieval setting. The mod is based on the Isle of Quatex. The player begins in a jail cell in the middle of the village of Creyon which consists of small stone buildings built in a circular pattern with a huge firepit in the central area. Immediately surrounding the village the landscape is a jungle with crisscrossing paths and rich in indigenous life.  Roughly in the middle of the isle, the jungle gives way to plains as it nears the coast with the gradual decrease of vegetation until only a few scattered trees and bushes remain. The land closer to the coast rises and falls, stopping abruptly at the edge of the land where it butts up against the water, for the most part the beaches are non-existent. Instead high cliffs border the island, preventing ships from landing anywhere but the port, and ensuring certain death to any who fall over the cliff sides. The cliffs continue unabated around the isle save for a natural cove that can be accessed through a narrow pass. Neither the cove nor the pass is named; however the struggling port town of Primez is located here.

The port town of Primez consists of stone buildings that are kept in good repair. A few buildings have fallen into ruin. There are several places to dock along the lengthy harbor, constructed in anticipation of the thriving trade the former human residents of Quatex hoped for. However, the original settlers were routed and slaughtered by the current residents – the Almadeen. 

Primez gets it fresh water from the Green River just above the estuary where the River meets the Ocean. Although the original settlers dug a well, it is filled with brackish water and no good for drinking. The village is at the bottom of a small valley with steep cliffs on three sides, and the ocean on the fourth. The only traversable way to the rest of the island is through the narrow pass at the eastern apex of the valley.

Inhabited by a plethora of creatures, the island is rich with places to fall into. Just inland of the southern beaches are deceiving flatlands. Though they look solid enough, an unwary traveler will find themselves slowly sinking into the thick mud. The Almadeen live in the north and western sections of the island, leaving the eastern part to the more unsavory and less intelligent other denizens. The ones whose calls can be heard throughout the island, reverberating enough to suggest they are everywhere.

Although mostly jungle in the northern and eastern portions, the western areas have been cleared for cultivating and inhabitation. The southern area is left alone, a virtual wasteland with little vegetation, only flying creatures that land on the scattered, desperate trees.
Back story

Argus Bloodsborne is the navigator on the legendary ship the Spiritsail. Excellent in his field, he is most noteworthy for discovering how to navigate the treacherous shoals of Ingaren Isles. Before he attempted that course, no one had successfully passed through the shoals without scuttling their vessels. When his fame spread, the Captain of the Spiritsail, Blackthorn, took notice of the ingenious navigator and offered him the position upon her boat. Astounded by the offer, Argus accepted without hesitation.

He finds himself a member of a crew that never rests. The ship never stays in any given harbor for more than three nights, only enough time to take on cargo, passengers and occasionally another shipmate. However, positions on the Spiritsail are few and far between for the crew is rarely changed. Once someone becomes a member of the crew, they discover their life has been extended beyond that of normal creatures, and even the most short lived race will easily live ten times as long as any of their kind. The only stipulation / drawback are their continued service as crew on the Spiritsail. They are not cursed, or bound to the ship, they simply are given a few advantages that they would not otherwise have – longevity one among many. When they chose to leave, they leave and begin aging as normal, not faster than average, it is simply as though they continued aging from whatever age they accepted crewman-ship.

Human that he is, Argus has already lived and breathed the scent of the Spiritsail’s decks for more than three centuries. There is no foreseeable end to his career as navigator until he chooses to change that. Though some become disenchanted with their long life span, Argus reveals in it, whether it is because he is a human or merely his lust for adventure and enjoyment of life is hard to say. An even mixture of each perhaps, but whatever the reason, he lives the life he loves. His passion the water, his happiness exploration and his forte finding direction where there is none.

The members of the Spiritsail are known for their experience and knowledge, they are considered the best – few outsiders realize it is a combination of their innate skills and the information they have cumulated over life-times worth of their own species. Considered mysterious and therefore highly desired, it is common for the crew to be kidnapped, shanghaied and even tortured for their services into other fleets.  Pirates like doing this the best. However, they have the worst chance. In a unique situation the people who have the best chance are those on land. While pirates and other brigands of the sea think the unarmed Spiritsail to be an easy target, once they are in the open sea, it proves impossible to find the schooner. Crew members wear enchanted rings to give them the ability to be seen but unseen. They appear to disappear from view although they never leave, instead are simply – ignored. So they stay safe on their voyages, appearing only when near the shore or in harbor.

Anchored into Geer Harbor in the city of Talees for resupplying, Argus and his crewmate Jejyun the Swifttalon find themselves entering the Surly Wench for a few rounds before heading back to the Spiritsail. Promises of others joining them ring loud in their ears; however they intend to start before the others arrive. No better time than now to ease the tensions of a long voyage and shake the somber moods created by lack of food off their shoulders. Jejyun enters, finds them a table and clears off the remnants of the former guests with a sweep of his tail across the wooden surface. Argus approaches the bar, leaning on it slightly as he speaks to the barmaid. She is a waif, smiling and slender, her now-deceased father the founder of the ‘Wench. She has let the place go to waste, leaving her father’s legacy in tatters and a much loved tavern on the verge of disappearing from Talees.

Hours later, after a bout of drinking and singing with their comrades and everyone else in the Surly Wench, Argus and Jejyun leave the tavern with the intention of going back to the Spiritsail. It isn’t far but they managed to get themselves turned around and find their path leading them into the darker sections of the city. A sharp turn leaves them in a street devoid of any night life, and both the sailors realize immediately the windows have eyes. Though unafraid, they turn to leave, heading back the way they came, only to discover the road has been blocked by a turned-over cart. With no choice but to go forward into the deserted street, they walk on.

The eyes disappear from the windows only to reappear one or two windows down. Movement flickers at the edges of vision, and the occasional dark shape is seen flitting between the houses. Although they hoped to avoid an encounter, they will not turn down a fight, Jejyun extends his claws, and they glisten in the dim light, a sure sign he is ready to kill if needed. The comrades reach an intersection, and Argus pauses a moment, he turns slowly in a circle with his eyes closed until he finds north. There is no way to explain how he finds north, it is just a sense he has, if he concentrates and “feels the world” (as he’ll tell you) then he knows which way is north. It doesn’t take him long to orient himself again, and he directs Jejyun to go east/left which is the way toward the harbor. Their new direction doesn’t last long for the eyes and shadows reveal themselves soon after to be representatives from the Orien Empire. Once the greatest in the land, the Orien ruled long before the humans discovered or populated the continent of Vëbara. When the humans came, the two races fought brutal wars and eventually the Orien were pushed back into the corners and uninhabitable places of the continent. Their rage never subsided, and there has been an on-going war since the early days. Although Jejyun is not a human, he and his purr’atha kind associate with the humans, as many other races do, so the Orien consider them all their enemies. While it is a brutal life for them, they seem to thrive in it, and slowly their numbers are becoming stronger again.

Their subterfuge into the world of the humans and purr’atha (and others) includes ambushing small parties and turning them into slaves – or worse breeding stock for slaves. They have ways of extracting knowledge from humans to use as their own, and just think what they could do with the Spiritsail in their possession. Two crewmen from that ship are too much of a reward to pass up. Argus and Jejyun find themselves surrounded and outnumbered. Sword draw, fist at the ready Argus faces his attackers. Behind him, as they stand back to back, the silvery claws of his ally gleam as eight wicked daggers. He tips one set into a pouch and coats them with the bluish liquid Ingot, a deadly poison to all but the purr’atha. The Orien are upon them.

Despite the comrades’ readiness, after the first few minutes the battle does not go in their favor. Jejyun’s poison-baring paw is caught up in the tangles of a net, rendering it useless and him off balance as his captor pulls back and forth to ensure even the purr’atha’s sure footing is eventually impossible to uphold. Argus and Jejyun manage to kill nine Orien between them before they are taken down, no small feat when the average human needs luck and exceptional skill to incapacity but one Orien. It is to the crewmen’s great benefit or sorrow that the Orien’s intention is not to kill them, but to keep them as hostages for their information to be forcibly extracted. The navigator receives a heavy blow to the head.

Argus wakes up to find himself bound and gagged on some plot of land he does not recognize. By the scent of salt in the air and the piles of sand around him it is not hard to discern he is on a beach somewhere. Half covered with sand; he shakes himself free and sits up. Hazy memories begin to come back to him, and he realizes the information about the Spiritsail has been drawn from his mind, leaving him with a migraine but otherwise undamaged. The Orien have left him to be guarded by their carnivorous allies who are like to eat their charges as they are to ensure the captives will not escape. Argus is, for the moment, inexplicably alone.

After some investigation Argus discovers a note left by Jejyun that explains he rescued them both. Because of Argus’ injury, he was unconscious for the entire operation, but the purr’atha refused to leave his friend behind until they were safe. Jejyun has gone ahead to the Spiritsail because he saw her berthed on the far side of this island and intends to warn the crew before the Orien can capture them all. He will leave marks and signs along the path that he takes so Argus will know which areas are safe. Argus unties himself and begins searching for further clues, the trail that Jejyun left for him to follow. It becomes a race against time to find the clues Jejyun left him and locate the Spiritsail to rescue their comrades before the ship launches and the Orien gain that great advantage in the war.

Receiving a distress call from Argus and Jejyun, the Spiritsail is on the way to rescue them. Unbeknownst to the captain and crew it is a deception set up by the Orien. If the Spiritsail successfully docks on the Isle of Quatex, those on the land will be able to see them and therefore the ship will be vulnerable. While Jejyun does his best to stall the Orien from making it to the shore, it is up to Argus to prevent the Spiritsail from docking. The only way he can signal them is to find his ring and wave the ship down before it docks completely. Once it docks, the Orien will be there waiting for it and the legendary vessel may well fall into the hands of the Orien.
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