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The Captain

Revision as of 12:46, 3 October 2019 by PerishedFraud (talk | contribs) (Cult)

(This is the Captain concept as it currently appears in the Third Fansus. The original one may be seen here.)

The Captain
Captain.png
"The world is but a sea to be explored"
Origin Flesh, presumably
Titles The Pathmaker, The Outsider, The Insider
Names The Savant
Aspects Knock Secret Histories Lantern
Date of arrival Unknown
Owner(s) PerishedFraud

The Captain is an old, travel-themed Hour. A friend to all Mansus-dwellers, who tends to a bit too mysterious for his own good. He simultaneously wishes to contribute to the Mansus as a whole, as well as forward his own goals. Some trust him. Some do not.

Contents

Description

History

From the date of the Mansus's inception, there have been tales of an old man who would visit the land every one hundred years, bringing gifts and offering trades that went beyond the confines of the house - bizarre artifacts, truly eldritch knowledge, and strangest of them all, fragments of Hours that never existed. He comes in a ship that sails across the sky with a loyal crew and a hull full of treasures to part with.

This is how it was until the From-Stones fell. On his next visit, the man cursed himself for his carelessness and stayed along with his followers, and has lived within the Mansus ever since. His overwhelming curiosity gave birth to a grand library which he now runs with his subordinates. Instead of exploring the unknown, he now explores the house's history - both collecting existing information and documenting any new discoveries. His tales of the past are known to be eerily accurate and realistic.

Appearance

An pale, venerable man with long kempt hair. While his features are hard to associate with any mortals, his attire is distinctly Indian - he wears a regal uniform befitting of a sea captain, or flowing robes while within the library. He may take the form of a Gerridae if the occasion beckons it.

Abilities

  • The Captain is a master of lore, even among fellow Hours. While new developments may be beyond his reach, he has mastered all rites and secrets, ancient and modern, and has a large supply or artifacts. He also has access to the otherworldly - objects, rituals and sacred words that do not hail from the Mansus, yet still hold their power within it. Of course, being the historian that he is, his knowledge of the mundane is also vast.
  • While he clearly doesn't harbor the connection or powers of a From-Light, he is still favored and respected by those hours. Rumors tell that he has greatly assisted the Glory itself throughout the years.
  • The Captain is the Hour of travel and exploration. His signature ability is being able to get himself (and those he brings along) just about anywhere.

Principles

  • The Explorer - Curiosity, wanderlust, a hunger for both knowledge and adventure.
  • The Guide - Those who seek a safe journey need simply ask the Captain or his colleagues for aid.
  • The Unknown - He also embodies the very places that he seeks to travel to. Secrets, conspiracies, dangers and fears.

Worship

Cult

The Captain's mortal followers are the Sunset Crew - a decentralized cult with no base of operations, though its members are known to gather every so-and-so. As one might expect, the members are mostly explorers or historians.

Offerings are made in the form of pilgrimages and written works detailing either the acts of travel themselves, or historical events. Marks are literal - objects marked by the Captain or his servants that just so happen to be found by followers once they are ready.

Mark

  1. Temptation: Discovery: A consideration: I could stay here, or I could get out there.
  2. Dedication: Discovery: These eyes will see all that they can afford to.
  3. Ascension: The Earth: I have found the first mark. I have begun to sense the movement of the world.
  4. Ascension: The Seas: I have found the second mark. Visions tell me of things to see, places to be at..
  5. Ascension: The Stars: I have found the third mark. I no longer grow tired. The body complains. No one listens.
  6. Ascension: The Mind: I have found the fourth mark. I awake blinded, yet I see all that I've seen.

Servants

The Savant

"Seeking knowledge? I'll oblige."
Aspects:  12,  12 Temptations:  5,  2,  10

Summon The Keeper of the Library

Robed figure that tends to the Outsider's library. A feminine voice, but there is nothing underneath the robes.

The librarian is eager to help those in need, but her time is valuable. All knowledge comes at a price...

The Mansus

The Grand Library

A large complex housing the historical records of the Mansus throughout thousands of years. It is kept functional by the Captain's crew, who have become the denizens of this place. It is functionally identical to a regular library, although the price of copying or renting a book is beyond mere currency (though still very reasonable).

The Histories

The Pathmaker has clearly influenced the Mansus with his visits, but details of his exact actions are conveniently left out, even from his own archives. Perhaps someone has breached his trust and left proper records, however...

Items

Tools

FNORD

Ingredients

FNORD

Influences

FNORD

Books

FNORD

Rites

FNORD

About the Wassail

How He Feels About It

"Highly unfortunate. I've lost many a friend. I'll make sure to find out what happened. "

Who He Blames

The Captain only blames himself, for not being there to act when it was needed.

Relationships

We'll see

Secrets

  • His powers of travel allow access to alternate universes - something only he and his crew know of.
  • He's highly regarded by From-Lights because he is effectively an ambassador of another plane of existence. Only the Glory itself knows this, but its servants and children inherit its attitude.
  • On that note, the Captain strives to become an "official" Hour in the Glory's eyes.