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The Captain

Revision as of 18:54, 16 February 2019 by PerishedFraud (talk | contribs)

The Captain is highly neutral and simple Hour, having almost no secrets to his origin, nature, or goals Mansus-wise, though some other hours know more about his ascension than even himself. He is the hour of discovery, also associated with wisdom and calm/peace to lesser degrees. The Captain's signature ability is being able to travel anywhere and anywhen. Personality-wise, this Hour is fond of complex plans and prestige and follows exclusively his own moral code. He loves nothing more than a grandiose presentation and a positive outcome. He is a pacifist and does not oppose or work against any being, with perhaps one exception. No matter who you are, how the Captain views you depends entirely on his own judgement, but you have nothing to fear from this Hour, who refuses to fight, or even strike back if assailed. The Captain is always considerate and willing to assist those who ask. You might find the Captain offering advice, doing favors, serving other influential Hours, or perhaps pulling the strings of something grander, though he's probably doing it for your own good.

The Captain
Captain.png
"Come along."
Origin Flesh
Titles The Pathmaker
The Maw-Within
The Zephyr
Names The Maned Man
Aspects Lantern Moth Secret Histories
Date of arrival Ascended several hundred years before the Gilded Insect.
Something important happened tp ho, right before the Wassail (despite him not being alive then)
Owner(s) PerishedFraud

Contents

History

A simple journey, thought the Captain, not knowing that his life had been cast away to a scuttling deceiver. The waters became endless and the continents shifted every day. One morning, he would disembark on a new world - the next, he would be back on his vessel, no choice but to venture once more. Under the eyes of Hours unknown, it took The Captain decades to realize the supernatural nature of his toil. His unhinged dedication to breaking free lead to unparalleled exploration and mastery of the unseen laws and unspoken stories of the universe, especially those of the Glory-Light. After a hundred lifetimes, there came a day when the man simply dove into the ocean, only to emerge from a pool in the Mansus.

The Pathmaker has been to the most wonderful and most inhospitable of places, caring very little about obstacles or laws, but also not hindering anyone. Since his ascension, he has spent an immeasurable amount of time gazing and intruding into the past, and is thus technically one of the oldest Hours. Going by time spent in the present, however, he is among the newest.

After the From-Stones died, he explored every nook and cranny that was opened by their deaths. He also discovered that the From-Stones’ memories were gone - their minds a void - when he tried to venture within.

Tales of strange places overseas are quite common in all Histories, and plenty of those tales can be traced to the Captain’s influence or personal endeavors. Just how many legends did he conceive?

Appearance

An aged sailor, bearing a grey mane. When not journeying, he wears a striking purple uniform and a rather elegant bicorne hat. His skin ripples like water, his steps leave a trail of salt, and the wind rustles around him forevermore. He may also take the form of a Gerridae if the occasion beckons it. Equal parts jolly and calm - only an unseen sight or untold secret may pique the Captain’s interest, and trying to tempt him with anything else is a fool’s errand, though he’d most likely play along if your intentions are good.

Those who do not know of his past or extensive experience from temporal travel might see him as arrogant or simply, as a liar.

Principles

  • The Hour of Discovery - Having run out of places to visit - he now subtly intrudes the dreams of those with otherworldly fantasies, reveling in their newly-created mindscapes and wandering them himself to sate his endless hunger for knowledge and adventure. He enjoys telling tales of his travels, but only to fellow Mansus-dwellers, as he deems others unworthy.
  • The Guide - When the divine ones and their servants travel far and wide, the Captain is one of the curators they may choose. Mortals may instead call upon his Names, who tend to appear as sailors or, rarely, pirates; these followers know the world and its secrets like the palms of their hands, though they lack the Pathmaker’s utter mastery of travel.
  • The Seeker - He treads across all waters - that of time, space, and of reality itself - as such, he can reach just about anywhere. This freedom is not tolerated by all, and combined with the Captain’s deep hatred of secrets, it’s not hard to see why he got to be where he is now.

Worship

Cults

Marks

  1. Temptation: Discovery: I've begun to consider exploring what I can of the world.
  2. Dedication: Discovery: I will see all that there is to see in this beautiful existence.
  3. Ascension: Wanderlust: I have found the first mark. I feel uneasy without movement. My sleep is vivid.
  4. Ascension: Stargazing: I have found the second mark. My dreams tell me of things to see, places to be at..
  5. Ascension: Pathway: I have found the third mark. I cannot be still. I do not grow tired. The world awaits.
  6. Ascension: Legacy: I have found the fourth mark. I am blind, yet I see all that I have seen.

Servants

Servants

Locations

The Fansus

The Histories

Items

Tools

Ingredients

Influences

Books

Rites

About the Wassail

How They Feel

Who They Blame

What They Hide

Relationships