1. I am the Gm, and my word is law. Skryte is my partner in Gming, and as such has just as much authoirty and input as I do.
2. Respect thine fellow crewmates. Seriously, no fighting or I bring out the whacking stick.
3. No Godmodding, no exceptions. The only time I'd accept it is if I got a message from the person themselves stating it was alright.
4. Don't be a dick.
5. Potatoes are delicious and you should always strive to give them to me and me alone.
6. Don't be a dick.
7. If you've read this far, mention Oranges somewhere, preferrably in bold.
8. Have fun, or else I'll put you in the isocube.
9. Please try to post at least a paragraph and to use proper grammar.
10. Keep it in your pants. Kissin' and huggin' is alright, but snu snu is limited to PMs should it happen.
"From the dawn of time, Humanity has strived to discover the unknown. When we first created fire, to when we first created machines. But now? When we have forgotten so much? We have to rediscover what has already been discovered, it’s a long and strenuous task. But there are always brave men and women with an iron will, wanting to go into the area we call the Shatterzone. A part of our world broken and destroyed by what some call the wrath of the gods, where landmasses smashed together to form tremendous mountains, where massive beasts roam and thrive on the chaos, and the land itself froze in the sky, never to come down again. Where fallen airships lie, their guns silenced and their hulls ripped asunder by creatures who can rend metal apart as if it were paper. Where the secrets of the past lay locked away, ancient relics long lost, holding unimaginable power. That is why we wish to rediscover, to find ourselves again, to find the secrets and relics, and to regain that part of us which is lost.
There have been many who have sought out the treasures of the Shatterzone, some returned home with revolutionary devices, weaponry, riches untold. But they are the exception, and to survive, you must be exceptional. The previous two Armada Class Exploratory Vessels, the Red Fury, helmed by Lord Stehmahr Gearheart, and the Harlequin Stage helmed by Duke Tobias Prinzhorn. Both were entrusted with the prized vessels of the Order of Progression, ships refurbished from before the shatter, some of the most advanced machines in existence. In part of their contributions, a vast majority of the outer, and have even headed several expeditions to the interior of the Zone. There are no laws in the Shatterzone, pirates run rampant in the sky on stolen Airships, and a cult of unknown origin frequently emerges from the mist of the Zone to claim technology on the outer circle. For what purpose the Order does not yet know, but they have proven to be hostile, and are to be avoided at all costs.
Stick with us, keep your head down, and listen to what the Captain tells you, and you could see things no man was ever meant to, good and bad. You could see the past, and we'll bring it back to shape the future. "
"Welcome to the Tychon, steel yourself for the unexpected and unknown."
--Quartermaster Lindow Berindar of the Cobalt Trireme, "Tychon"
Jilkrid: A race incredibly similar to humans with the exception of their extremely lilthe body compositions and feline features, having feline ears rather than human ones, and cat-like irises. Having no true homeland, anywhere there are Humans one can expect to find the Jilkrid, they have been known to be very agile, giving them the stereotypes of “pickpockets” and “street-cats”.
Humans: Humanity fled the Shatter, and thus they were forced to adopt new homes. They settled upon three continents, Atrea, the bountiful homestead Agrarean society, Teieya, the Land-Locked Coastal region, and Isilum, the land of the Commonwealth. There are many smaller countries floating about, though they are for the most part similar in nature. Typically trade hubs for passing airships and their crews.
Setra: Race of large, intelligent humanoid insects who hail from the Eastern Continent of Litem. They are a peculiar race, with a religion focused around the worship of a great and mighty Crustacean God, the significance of the Crab is unknown, though Patriarchal Setra seem to inexplicably develop almost crab-like pincers on their pedipalps. They traditionally wear vibrant colors such as Red and Orange for religious practice. They have a peculiar form of governing wherein the Patriarchs will leave position for a week in favor for a Matriarchal council, every week the council changes, supposedly to have an equal viewpoint on all things. They are intelligent and curious by nature, most on average are more intelligent than humans. Their hard carapaces and strong limbs and pedipalps make them extremely durable and strong.
Fäldkrests: A proud race of Scaled and Winged men who believe themselves to be descendants of the mighty Dragons of Old. While they are unable to fly, they are able to glide short distances, given proper wind and height.Hailing from the mountainous region extremely close to the Outer Shatterzone, they are naturally hardy.They are extremely strong-willed and charismatic because of their prideful nature, and as such make excellent leaders.
Saurens:Hailing from the rainforest, Saurans are bipedal reptilians. The average male stands at seven and a half feet and is heavy-set; females are shorter, averaging seven feet, and are more slender and agile. Both sexes are stronger, tougher and faster than the humans, but lack their intelligence, though they have no small measure of cunning. They are covered in scales that can be almost any colour; however, the colour of one's scales tends to run in families. These scales are thick and tough, and are capable of withstanding nearly any bludgeoning attacks, although they do less well against slashing weapons and provide nearly no protection against piercing ones such as arrows and daggers.
Saurans are cold-blooded. This is why nearly all Saurans are taught a simple warming spell that can get them up to temperature in five minutes or so rather than having to bask all morning. However, this means that they are vulnerable to ambush if sleeping outdoors, because they will be sluggish and inept until they've warmed up, although even a cold Sauran is a match for most human warriors.
If a Sauran has a quarrel with another, or takes offence at something that has been said, they resolve it through a ritual duel presided over by a Priest of the Oldbloods (the Sauran gods). Depending on the severity of the infraction, the duel can be to submission, first blood or to the death. All Saurans are fierce and proud, and no challenge ever issued has been declined (some have been vetoed because they were issued to the sick or young, but that is a different manner). They have a strict sense of honour, and reputation is everything in the Sauran community.
Halflings: Half-Bloods created from the conception of a child from a Jilkrid and a Human. They lose their animalistic features, and their ears become much more flaccid, because of their odd nature, they are often prejudiced against. However, the mixture of blood gives them great magical potential, as some of history’s greatest Archmages have been Halflings.
While most would never dare set foot in the Shatterzone, the Order willingly traverses the chaotic zone in search of relics and knowledge to study. In hopes of understanding the past, and how to replicate the technology that was lost. Pledging no allegiance to any single nation, the Order resides in several separate Port-City States, ruled by an Archmajistrate.
The Archmagus then has his Council, made up of the senior TechMajistrate, BioMajistrate, and ScholaMajistrate. These three Majistrate’s have their own students, Adepts, who lead Disciples. All of the Archmajistrates then form a greater Council, which decides upon major decisions.
There is a Royal Family in the Order, but they only hold a position on the Greater Council, they were made the Royal Family for their innate knowledge of the ancients and their massive library of catalogs, and more.
The Order itself is not racist in the least, they are only interested in knowledge of the past and if someone has the cognitive ability to do basic math, they’ll like you. The way the Order does things is based upon the Archmagus’ at the time, so as a whole, the behaviour of the Order changes on a whim.
Name:
Age:
Gender:
Race:
Appearance:
History:(If you have problems, ask and I'll see what I can point out to help.)
Equipment:(Make sure that your weapon/armor is at least feasible, no 7ft. buster swords or guns that shoot other guns please.)
Magical Knowledge:(Only really applies if you mention magic training in your backstory, but remember that magic takes years to learn, and at least a decade to be combat usable.)
Skills:(In general, noteworthy qualities of your character that'd benefit the crew as a whole.)
Optional: (Personality, Anything not obvious in Backstory or Appearance, or ORANGES!)