ℭ𝔞𝔭𝔱𝔞𝔦𝔫 𝒱𝔞𝔰𝔠𝔬 (
nautmagical) wrote2021-10-04 09:19 pm
Entry tags:
app | Deer Country
Character Base
• Character Name: Vasco
• Age: 25
• Canon (Date/Year Released)/Canon Point: September 10, 2019 / Endgame, the battle for the Heart.
• Items Coming Along:
- His HAT
- coat/other articles of clothing on his body
- rapier style sword
- a pistol
• Content Warnings for Character: casual fantasy racism, references to colonization, poison usage, occasional references to conscripted child labor
Character Background
• History: History Link
• Core Relationships:
- The Nauts
- When a child, no matter how old, is given up to the Nauts in payment for services, the child automatically becomes one of them. No matter the rank of the family, no matter the history of the child. They are one enormous Found Family of highly efficient sailors - and Vasco is no exception. He has no memory of his birth family, and after his series of personal missions, is absolutely at peace with this. The Nauts are his family through and through, and he is loyal to them with all of his being, specifically asking De Sarde time and time again to either spare "his brothers" harm, and to keep their navigational secrets.
- His crew
- While the Nauts are considered family, the only one that really matters, his crew are even more so. The three individuals we meet are incredibly loyal to Vasco, and have nothing but praises for their captain. Especially in comparison to the new one they've been assigned at the time. This comes up most clearly in the mission to find the cabin boy, Jonas. By all rights, a captain shouldn't care what happens to the lowliest of sailors, but Vasco does. Implying how important his crew is to him, and him to them.
- The De Sarde Gang
- This is the main party for the game - De Sarde is a noble whom Vasco transports to the shiny magic island, and whom he eventually joins up with for their travels at the behest of his Admiral. Along the way, as happens so often in these kinds of games, De Sarde picks up more and more companions, from a native islander to a bishop of the oppressive Spanish-Inquisition-esque religion trying to establish itself on the Island. Vasco forms closest bonds with Kurt, De Sarde's bodyguard, and Siora, the native islander, having several companion conversations with them in which he either sympathizes with their current predicaments, or backs them up in arguments. In the end battle, he even fights alongside Siora and her people (and his own, of course).
Character Personality Through Key Moments
(2+) Positive Experiences:
> Captaining
To be a captain, even in a fantasy world, you have to exhibit a number of skills. Strength, skill, leadership, the list goes on. And Vasco is one of the youngest to captain an entire ship in his people's recent history. He wins the hearts of his crew with fairness - driving them hard only when he needs to, according to the crews' own words. The best example of Vasco caring for his crew, as mentioned above, can be seen in the quest to find Jonas, a lowly cabin boy. He admits he really shouldn't be worried, as he's a captain, and it's a bit beneath his rank, but he does ask, specifically, for the boy to be located. He voices concern in his request, and relief when it's resolved. This is a man who cares for the people under him, clearly so - the mark of a good leader.
> Finding his origins
This is something of a double-edged sword. After the Jonas Quest, Vasco shows some signs of doubt and uncertainty in his standing among his people. Essentially, Jonas' birth family comes for him, sparking curiosity and thoughts of his own birth family in Vasco. The positive outcome of all this is that he opens up to De Sarde about the issue, strengthening the bond with De Sarde (and the rest of the group), and comes to better understand his place among the Nauts. He finds certainty and surety in his role, in the life he'd grown up in. As a result of this, he no longer doubts himself, gains the cocky confidence back again. And, you know, the swagger. Can't be a sailor without the swagger.
> Islanders
Given how his people accept new recruits from all walks of life, it's safe to assume Vasco is a fairly tolerant man. He makes observations based on action, based on experience, rather than route stereotypes. (Except nobles, apparently). Along with the rest of the party, Vasco gains a good deal of tolerance and understanding towards the local Islanders, in part because of Siora. He is never one to advocate violence against them, and is often quiet in deference to Siora when she and he are in the same party.
(2+) Negative Experiences:
> Finding his origins
Conversely, the search for his origins was triggered by a hefty chunk of self-doubt. Of wondering what life could have been, if he hadn't been given up as a child. It negatively affects his relationship with his own people, and he can become disillusioned with what he has, with the life he's leading, for all his accomplishments, if he isn't assisted with the hunt for his origins. This paints a picture of someone with regrets that are difficult for him to forget, without having definitive answers - i.e. finding out who his birth parents/family were.
> Dealing with Nobility
Vasco demonstrates many times that he has had it up to Here with noblemen and women. He has several lines of party dialogue that is outright lamenting the uselessness of them, snarking about their ways, and even downright correcting them to their faces. Don't ever call his ship a boat. It's a ship. So there. Given the structure of the world, being that brazen to members of the nobility takes a special kind of confidence. Or brash foolishness. It's probably a bit of both.
> Thélème
Like stated above, Vasco is a fairly tolerant man. It appears to grate on him when others don't have the same view. This is most readily seen in his comments towards the religious faction on the Island, the Thélème. He makes a few smart remarks about their god ("You're under the all-seeing god of light, hope you've got clean underwear") and generally disparages them in party comments.
Deer Country Attributes
• Canon Powers: No canon powers, only incredible knowledge of sailing, ships, and the like. Plus he's good with a rapier, and apparently poisons. The general public of his world believes Nauts have some sort of magical control of the ocean, but really, they just understand navigational instruments.
• Blood Type: Vileblood
• Omen: Belcher Sea Snake (snake photo in link)
• Blessed Day: August 8th
• Patron Pthumerian: Mariana
• Blood Power Manifestation:
- Poisoned Blade: Using his own blood, he can put a poisonous coating on his weapon - usually his own sword, but hey, we'll see what he picks up.
- Blood tide: Okay, it's a melodramatic name, but that's the first thing to come to mind. Basically, he can manipulate his own blood to "flow" - i.e. from a cut on his hand to his sword. It doesn't really work for healing, not yet. It could probably keep his blood inside for a bit, but unless he really tries to strengthen it, that's about it.
- Potential side effect of the cuts he uses to access blood become raised tattoos, mimicking the ones he already has.
Writing Samples
One: Action man with Joyce
Two: Meeting your bestie's royal cousin
The Player
• Player Name: Red
• Player Age: 34
• Player Contact: plurk @ redfirelight
• Permissions: https://nautmagical.dreamwidth.org/424.html.
