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[FULL] ARDENT - A High Flyin' Steampunk Adventure Goto Page: 1 2 3 ... 4 ... 10 11 12 13 [>] [>>] [»|]

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eden-of-mine

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PostPosted: Wed Jul 29, 2009 4:06 am


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game by e d e n - s o n g


By joining this game you agree to become Eden's property.
PostPosted: Wed Jul 29, 2009 4:09 am


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It is the year 1129, just as the Steam Revolution is gripping the world of Verenkor. Airships, firearms and steam technology have begun to be used by the most powerful nation in the world, Tyrisia, and are slowly starting to gain public acceptance. The reign of the Wizards has ended and the world looks forward to a new era of science and progress. It is this time that a Tyrisian scientist has come to be aware of a strange and powerful mineral far to the west, in the newly independent nation of Kerria. Able to fuel an empire and advance civilization decades, it's the most sought-after treasure of it's time. Determined to study this mineral, the scientist has decided to hire an airship and it's crew and finance an expedition across the sea to find it. Politics, greed, mutiny and danger await the crew. Can they succeed and find the mineral before their rivals do?

eden-of-mine

Questionable Prophet

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eden-of-mine

Questionable Prophet

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PostPosted: Wed Jul 29, 2009 4:13 am


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Eighth Hour of the Tenth Day of Spring
The Ardent set course and after a tussle with a sea giant and a visit to Fort's very own fantown, they've arrived at Port ma'Deu. To their surprise, it's Tassa's birthday party and they join in the celebrations (some more than others, ahem, Cain). But the party quickly turns violent as a group of soldiers grab Belo and drag her to Anatol. What will happen next?!?! Tune in next time! Or don't. Loser.

July 31 2009 We may have an opening for the Captain position. Please PM Eden for details.
July 31 2009 The game has begun.
July 29 2009 Thread finished, recruiting begins.
July 28 2009 Thread created.
PostPosted: Wed Jul 29, 2009 4:17 am


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Ardent takes place in a custom setting of mine, Verenkor. While extended knowledge of the setting isn't needed, basic knowledge is. Here are some of the details that will enable you to be more comfortable in this setting. The game runs within the confines of two nations and the sea between them. Tyrisia and Kerria. Tyrisia includes the entire northern part of the east continent. It is surrounded by sea to the east and west, ice to the north, and the small nation of Bursia to the south. Across the ocean to its east lies the underdeveloped, forested land Kerria. Tyrisia is a land of carved mountains, torn down forests and advanced technology. An imperialist nation, for nearly a century it controlled Kerria, using its people as slave labor to build its massive mountain cities. Only ten years ago, under the orders of Queen Nerifai, did it grant Kerria independence and begin working to turn its former colony into a willing ally. Now that Kerria is no longer hostile ground, explorations and investigations into Kerrian lore and land have begun, and this is how the existence of the Shift Particle, or koysqatsi to the Kerrians, was discovered. This is the mineral the crew of the Advent seek.

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The Ardent is sleek, small and fast. The infamous vessel is well known for being of Bursian make and running circles around Tyrisian ships during the war. Though it's weak on firepower, its skilled Captain and Aeronaut exploit its speed and maneuverability, making it a feared adversary for air pirates.

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The Crew, aside from a few exceptions, has worked together for years. They're experienced and skilled at what they do, whether it's bringing down storms upon their enemies or cooking a damn fine meal. They've had their share of government contracts as well as less legal jobs, and regularly hire themselves out to the highest bidder. Aside from the main characters, twenty-six other crew members work aboard the ship, usually below deck: technicians, cooks, mercs. Most of the crew prefers swords over guns or bows, because of wind conditions, though most of them know how to shoot a gun if they need to. They tend to dress in working class or soldier attire, depending on personal preference.

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The City of Cann was built, through Kerrian slave labor, carved out of one of Tyrisia's largest mountains. It's the largest city in the world and while not a center of trade like the massive cities of Au, it's the center of world politics. Wars, assassinations, diplomacies and pacts are negotiated within its walls. The city is a well-built, nearly inpenetrable fortress with one major weakness: it doesn't control it's water supply. Only nobles and royalty are aware of the people who were already living in the mountain, and the bargains the city has made with them. The city also boasts a number of architectural and technological wonders, including its hanging gardens and glass domed Seat of State.

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The Vast Sea is what it sounds like. Vast. It takes a month for even a fast airship like the Ardent to cross it. Densely traveled in some areas by Tyrisian government and military ships, and desolate in others, the sea is the safest and shortest route to Kerria. Terrible creatures lurk in the waters here, but they're usually not a problem for airships--just as long as they fly high and they don't stumble on one of the big ones.

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Port ma'Deu is, while not an official port, the one the Ardent always stops at. The people of ma'Deu know the ship and its crew well and there is a great deal of trust between the two groups. The port was founded and is run by a wealthy Au businessman and an old friend of the captain and crew of the Ardent. Many of the ship's crew have retired here.

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The Kerrians are dark-skinned, dark-haired and athletic. Intelligent, spiritual people, their culture is peaceful and community-oriented. However, this culture has been lost on the younger people of Kerria, or second generations born as slaves in Tyrisia or the other nations. These younger Kerrians see their culture and ancestry as they have been taught to: savage, incompetent, dangerous. While slave-born Kerrians feel a great deal of anger towards Eastern culture, those born in their native land and educated through the Tyrisian academies admire their "father country". A great many Kerrian soldiers and Innates were trained there and sent to the East to fight Tyrisia's wars.

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The Tyrisians are pale, generally short and culturally imperialistic. Their hair tends to be dark red or blond, and their eye color tends to be blue or green. Classes are based not on wealth, as it is in Au, or on religious favor, as it once was in the Bursian city Seboet, but on lineage. Countrysides are feudal, while cities are capitalist and use servant and slave labor. Nobles and royalty are not always wealthy but always in power, and marry only within nobility--leading to a strange but harmless inbreeding effect in which Tyrisian nobles can be identified by their very sharp and pointed canines. There's a vast amount of vampire/noble jokes in Tyrisia.

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The Elves remain a mystery to the world, though since coming out of their forests after the fall of the Wizards, they've integrated themselves into society--through what are apparently very exclusive whorehouses. Small communities of elves live in the houses, usually one to each large city, and seem to never leave. Only the rare few who are invited are allowed in, a handful for even a large city ranging from all economic, political and social statuses. Occasionally one will venture out on the arm of one of their patrons. Even stranger, history tells tales of the odd elven woman being caught in a king or nobleman's bedchambers, apparently trying to slit their throat or poison them. Debate still continues over this strange behavior. The elves are beautiful, long-lived and always sad-eyed.

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The Innates have a long, bitter history in the world. During the fall of the Wizards it was made known that the Innates had been their genetic experiments, long since considered failed and cast aside. Innates are mages whose powers depend on their experiences, needs, environments, and personalities. Their strong will enables them to manipulate reality more forcefully than most.

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Crispin Rudain, Captain Fort's enemy and rival. He's the captain of the Fortune's Friend and has low morals, even for someone in his field. He too seeks the Shift Particle.

Anatol Seingalt is the Assassin's mother. Several hundred years old, deadly, and cruel, she seeks to execute her daughter for her crimes.

Queen Nerifai inherited the throne at a young age when there were no male heirs left to do so. Her reign began with much controversy due to her gender and extreme policies, but within a year the results were clear and any serious political opposition among Tyrisian nobility had disappeared. She is beloved among Kerrian youths for declaring the country independant from Tyrisian rule, and is known for being quiet, stoic, and calm, even when exacting her terrible fury.

Samroke "Old Sam" ma'Deu owns and runs Port ma'Deu, and is an old and trusted friend of the captain and crew of the Ardent. A jovial, optimistic man who rarely stops talking about his three beloved children, he was a wealthy businessman in Au. Descended from the fleeing Kerrian slaves who founded Au, he eventually spent all of his money to come to his ancestral homeland, found Port ma'Deu and has been turning the place around.

Tassa ma'Deu is Old Sam's oldest daugter. The crew of the Ardent have watched her slowly become a woman over the years each time they've visited Port ma'Deu. She is rare among young Kerrians in that she harbors only resentment for Eastern culture.

Tallow Vance is the Ardent's First Mate. Occasionally bordering on mutinous, he is something of the ship punching bag.

Fergus Templeton is a pimply-faced, redshirted deckhand who quite often stumbles upon things he shouldn't see. A bit of a tattletale, a huge coward, and a gangly boy, he's the butt of many a joke.

eden-of-mine

Questionable Prophet

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eden-of-mine

Questionable Prophet

7,700 Points
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PostPosted: Wed Jul 29, 2009 4:26 am


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There are five main character slots, which must be filled for the game to begin. No one may hold more than one main character slot. Players may play as many additional, minor characters as they please and are encouraged to do so - even if those minor characters are a thousand miles away or trying to get the treasure themselves. To apply, just PM me the character name, slot, picture (art only please, I'll edit it so it fits) and biography. We will not be posting biographies or personalities, instead we will let these things be revealed through roleplay. Feel free to reserve slots. The characters are masters at what they do. The Scientist knows his science. The Captain can spot a problem a mile away and figure out the solution. The Aeronaut can pilot the Ardent out of just about anything. The Assassin executes their enemies with deadly accuracy. The Innate is a master mage. The Doctor knows the Ardent inside and out and can patch up a wound easily. These are powerful people, but the challenges they face will be just as dangerous.

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t h e SCIENTIST Rem Cyrus Reaper




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t h e CAPTAIN Fortinbras "Fort" Carlyle




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t h e AERONAUT Cain "Aerodar" Nakim




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t h e ASSASSIN Cas Estelyn Seingalt




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t h e INNATE Belo Eck Galtar




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t h e DOCTOR Aleta Delaney Kilkenny


PostPosted: Wed Jul 29, 2009 4:36 am


Nautical Terms
I am not an expert, this is just a list of terms I've found that may be relevant. If you are, please correct me where applicable!

All hands – Entire ship's company, both officers and enlisted personnel.
All night in – Having no night watches.
Backstays – Long lines or cables, reaching from the rear of the vessel to the mast heads, used to support the mast.
Beam ends – The sides of a ship. "On her beam ends" may mean the vessel is literally on her side and possibly about to capsize; more often, the phrase means the vessel is listing 45 degrees or more.
Bow – The front of a ship.
Chase gun', chase piece or chaser – A cannon pointing forward or aft, often of longer range than other guns. Those on the bow (bow chaser) were used to fire upon a ship ahead, while those on the rear (stern chaser) were used to ward off pursuing vessels. Unlike guns pointing to the side, chasers could be brought to bear in a chase without slowing.
First Mate – The Second in command of a ship.
Flank – The maximum speed of a ship. Faster than "full speed". (We might just call this "Cain Speed")
Galley – the kitchen of the ship
Gangway – An opening in the bulwark of the ship to allow passengers to board or leave the ship.
Heave – A vessel's transient, vertical, up-and-down motion.
Hull – The shell and framework of the basic flotation-oriented part of a ship.
Keel – The central structural basis of the hull
Ladder – On board a ship, all "stairs" are called ladders, except for literal staircases aboard passenger ships.
Moor – to attach a boat to a mooring buoy or post. Also, to a dock a ship.
Overhead – The "ceiling," or, essentially, the bottom of the deck above you.
Ox-eye – A cloud or other weather phenomenon that may be indicative of an upcoming storm.
Stern – The rear part of a ship.

eden-of-mine

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