On the morning of its maiden voyage in 2296, a state of the art exploration vessel called the Jotunheim is attacked at Stavanger spaceport. Its experimental faster-than-light drive is accidentally triggered during the escape, transporting the ship to another dimension. The Jotunheim subsequently crash landed on an uncharted planet called Kanth-Amerek (K-A).
Various native citizens of Kanth-Amerek witnessed the crash and came to investigate. After making contact with these locals, the Jotunheim's crew and passengers learned of multiple civilisations on the continent, with technology roughly equivalent to Earth in thr 1500s. However, there was one key difference - some of these natives appeared to have magical abilities, resulting in great societal advancement across some areas.
Understanding the great technological prowess of these 'Sky People', the different parties of natives have begun to splinter. One group led by Castigator Nellara wants to monopolise friendly relations in the name of the Ascendency, a meritocracy founded by a bird-like species known as the Tekeri. A second group, led by a struggling Glen noble of House Silbermine, want to befriend these strangers to help them win re-election in a once a decade contest known as the Running.
Tension ran high in the initial meeting, with House Silbermine and the Ascendency+ almost coming into armed conflict. However a last-minute intervention by the Humans defused the situation. Both sides are now calling for a Thought mage to begin the lengthy translation process.
We still have a few spaces available if you're interested in joining!
Inspired by this photo as a basic template. Clothing inspired by the second pic. Czelsc stands shorter with smaller statue compared to other Tekeri. Very dark brown eyes. He wears clothing similar to this photo; close enough to allow him to work without things catching in his way but also enough to be able to carry some of his gear along with him. Over him he wears long, large dark brown over cover with a large enough hood to cover his Tekeri head. He doesn't keep his hood up but it is good to have available. He isn't afraid or chooses to hide himself. He'll prefer to be out in the open but found that keeping more conservative in appearance keeps the issues away for him. He has some obvious necklace but the pendant is kept under his top. Since his beak is so long it is difficult to see close enough he had a special pair of glasses made to help.
Magical affiliation: Life Domain Occupation: Sage Key skills: Science, Medical & Survival Personality: Is stoic and observant. He would rather respond than react. He tries to make a difference without being seen as doing so. Such as choosing to go into the science & medical field, training in the Life domain to show that he & Tekeri are not all the same to be generalized. That many of us have altruistic purposes. Those may still judge on a fast glance of him being Tekeri, but they won't know what he does to help them. What he does isn't for recognition. He's not even so sure why he does it. Backstory: Czelsc felt like he wanted to connect the worlds of how the Tekeri are seen and how they can actually be. He put his time into studying biology, science, research. He was able to really understand the subjects and prove to be useful. As he grew older, the Order of Sages reached out to him where he has devoted to ever since. He has no family, nobody close. He chose the life of education rather than the distraction of family. This path of life had cased him to venture through parts of the land in associationg with the Order of Magisters bringing him to the Order of Sages in Lenkik as his education rounded out.
Hey, I am interested in jumping into this, is there room for a Cartographer/Logistics specialist and/or a Physiologist/Neuroscientist on the crew? I know the second is probably a bit out there, but I was thinking if the ship and crew were intended to "boldly go where no man has gone before" it would make sense to have someone who would be able to look into extraterrestrial fauna and that such.
@Master Crim Hey, welcome! The Jotunheim has a science lab, so there absolutely is room for someone who is charged with studying any planets/flora+fauna they come across. I'd imagine they would also have a couple of missions specialists who help out in lots of areas while specialising in things like logistics/cartography.
Feel free to join our discord if you want to discuss your ideas in more detail: discord.gg/Qc4SCaFp
Alternatively, just submit your character sheet here and we can feedback as soon as possible!
@Master Crim Hello! Let the record show I think both of these ideas for a character are really good. Some kind of biologist would be really useful in learning more about the native wildlife and the source of magic on the planet. Hope you sign on!
As a mission specialists, not necessary until our arrival on a distant planet, I suspect he might be in one of the cyro tubes, but definitely someone we would need to wake up.
Augmentations Memory Implant Iris has a memory storage implant that interact with some of her other implants to allow for easy recall of such things as well as file exchange with computer that allow remote transfer. A port on the left side of her head just behind her ear allows for a port connection to older model computers.
Ocular/Cochlear implants These implants allow for quick recording of both video, images, and sound. The Ocular also allow for near range zooming and detail enhancement. They also have functions for viewing and listening text, image, and video.
Magical affiliation None
Occupation Iris is responsible for the study of alien flora and fauna that the crew comes in contact with.
Key skills Biologist, Physiologist, and Neuroscientist.
Personality Iris is pretty aloof for the most part taking more time to her work and studies than talking with other people. Not to say that she is socially incapable, she is actually quite good at public speaking and if you get her talking about her work she will quickly burry you in conversation. She is slow to opening up to people and over the years of her work has become more and more distant, even with some of her closest colleges and assistants. Some say it is a product of her past and the she values only those who could match her in intellect or that she deems as useful to her That she can manipulate.
Backstory
Iris comes from an academic heavy family with her father being employed at New Cambridge on Titan, and her mother being head of the terraforming research groups that worked at making human settlements throughout the sole system. Iris did not chose to become a scientist, but her parents felt that work in any other field would be a poor decision. Iris was a star student quickly picking up the concepts of each course she took and graduating with a PhD and Masters in both conceptual and practical sciences.
After her schooling Iris was quickly noticed by scientific community and helped to achieve several milestones for the augmentations put into both people and animals. She also began experimental studies in DNA and RNA manipulation to and combination. While most of her research was theoretical she pushed more and more for trials and support despite the scientific community pushing back on the moral implications of such studies.
During her later career Iris stepped out of the spotlight and began doing things in secret, away from the prying eyes of those who would try to hinder her progress of human evolution. It is rumored that Iris was conducting unsanctioned studies, and performing illegal gene testing during this time. It was for this that she was selected to serve on the Jotunheim with some hefty stipulations on picking up botanical study responsibilities, and very strict rules to how she is to work and who she is taking orders from at all times.
Thank you @Czelsc & @Master Crim for your character sheets! Both are accepted . Please put your complete character sheet on the Character tab if you haven't already, and feel free to make your opening IC post.
Portable generators - Used to supply power to systems and equipment. Should include cables to connect systems. Portable pumps - Used for transfering fluids between tanks or for dewatering compartments. Should include hoses, perijet, etc. Portable ventilation fans - Used to extract stale air, smoke, toxins from a compartment for enhanced atmospheric processing. Should include filters, flexible ducts,. Portable oxygen detector - handheld meter for detecting the amount of oxygen in the air Inflatable Bulkhead - a woven fabric shell that is inflated with self-hardening foam to form a one meter by two meters panel. It can also be shoved into large holes in the hull to fill them. Inflatable airlock - a woven fabric shell that is inflated with self-hardening foam to form an oval with a hatch to act as an emergency airlock. This is a double-close zippered flap on each side of the oval. May include a compressor for transferring atmosphere to a portable tank. Seed vault (x3) - Crew Welfare/Habitability: a collection of plant seeds for growing a garden. Often used to suppliment food stores with fresh produce, typically grown aeroponic or hydroponic in wall-mounted trays. Fire-fighting suits - with breathing rigs, helmets, breaching tools, axes, etc.
Some mining stuff Plastic Explosive -48 kg capacity container containing 24 bricks of plastic explosives. Bricks are inert unless equip with a detonator cap. Warning - in the event of fire, do not attempt to put these out by use of pressurized water or by stomping, as this may trigger the material to explode. Detonator caps - 48 detonator caps, can be used for wired or wireless detonation. Wireless use requires pairing each cap with a wireless detonator. Packed in a shielded box. Detonator -wireless or wired control, biometric or key lock.
Thanks for this @Expendable! I agree with all of those bits. I'll create an inventory hider on the original post and start to expand by room when i get time. If anyone else has a good view on what sorts of things we'd have access to, i'd be very interested in hearing from you
Duct Tape, reinforced - Universal repair tape, vacuum rated, charcoal grey, 48mm x 55 m. 32 rolls in a case.
Masking Tape - Paper adhesive tape, used for temporarily securing items and blocking paint transfer. Loses grip when submerged in water. Royal blue, 19mm x 55m. 48 rolls in a case.
Sealant - orange flexible expanding sealant, vacuum rated, for interior and exterior use. Used to secure items and filling small gaps semi-permanently. 32 cans in a case, with applicator tubes.
Repair Patch, Small - orange flexible reinforced patch with peel-off paper backing on the sealant side, vacuum rated, for interior use. 150 x 150 mm. 48 patches in a case.
Repair Patch, Medium - orange flexible reinforced patch with peel-off paper backing on the sealant side, vacuum rated, for interior use. 300 x 300 mm. 12 patches in a case.
Zero-G Repair Kit - Tools for use in Zero-G, built-in charger, wrist lanyards
Strapping, general purpose - flexible nylon strap, rated 250 kg load, light gray with white stripe, 19 mm x 500 m. Ten spools per case.
Strapping Accessories Kit - zippered utility pouch containing adhesive velcro patches, strap anchors, buckles, and strap hooks. Used for general securing. See MIL-SFA-1023-A for parts replication. 24 packs per case.
Filament -1.75 mm width, 1 kg spools, for use in 3d printing of replacement parts. Light gray color. 24 spools per case.
Emergency supplies (lifeboat consumables)
Emergency Ration Tube -Semi-liquid nutrient paste, vanilla flavored, providing 700 calories per tube. Recommended one tube per meal. Does not contain an appetite depressant.
Emergency Water Pouch - plastic laminate pouch holding 126.5 ml of water, five year lifespan. Single serving. 64 per case.
Emergency candy - tube containing red and yellow candy tabs, pear flavor (artifiical). Aid for thirst suppression. 2 calories per tab. 40 grams/tube. 64 per case.
Survival Utility Lockblade knife - one-hand locking partially serrated blade, awl/reamer, Phillips screwdriver/punch, small screwdriver with can opener, locking large screwdriver with bottle opener/wire stripper/Wire bending, wood saw (dual cut), lanyard ring. Olive drab scales, 111 mm closed, 130 grams. See MIL-SFA-0051-B for part replication. 24 per box/6 boxes per case.
Appearance: Arancini stands at 5’11 with a thin-shaped body, Looking quite sickly but is actually quite healthy. His hair is dark brown and styled in a crew cut, having dark blue eyes with his left eye having a larger pupil than the right eye. Some noticeable features of his appearance are having a mole on his lower left mouth, big ears, high cheekbones and a thin nose.
Wearing some black overalls, a black t-shirt with an old band logo on the front, and brown steel-toe boots.
Augmentations: Arancini has a mechanical eye that lets him perform calculations, as well as other functions like night vision, and x-ray vision among other functions. This eye can also be used to remotely connect with any machine or computer. He also has as mechanical prosthetic hands. Which has wires embedded on top of his hands, which can mimic the external ports of a computer or machine so he can interface with it. The fingers of his hands can also separate into smaller fingers so he can type at very face speeds.
Magical affiliation: None
Occupation: Machinist/Linguist
Key skills:
1. Machinist: Arancini during the course of his life has become skilled in how machines work. Wither it is either building or dismantling machines. Being knowledgeable on how to fix machines as well.
2. Computing: As well as being knowledgeable in machinery, he is also skilled in how to program and use a computer.
3. Linguist: Arancini had a passion for languages, so as well as studying to be a machinist he also studied languages. Letting him learn a few languages like English, French, Spanish, and Swedish.
Personality: Arancini is a kind person not much of the backstabber type and will let you know if he has an issue with you up front. A great reader of books and literature he loves reading and quoting certain lines from his favorite books. A thoughtful and empathetic person that does not mind helping out a person or people in need. He is kind and friendly to all who want to listen to him. A person that loves to have deep thoughts and conversations about many subjects and is always looking for a person to stimulate his intellectual mind. Caring quite a lot about animals and plant life. Arancini is a daydreamer always spacing out imagining he was someplace else. Something that has gotten him into a lot of trouble with his C.O. He is very enthusiastic when it comes to machines and computers.
Backstory: Arancini was born in Genoa, Italy to Doppio Barberio who was an engineer and Sofia Ghirga who was a linguist. At a young age, Arancini was interested in how things work, taking things apart and putting them back together. But his interest became more focused on computers and machinery. After high school, he went to college and got his degree in mechanical engineering.
Afterwards joining the crew of the Darwin. On a particular encounter, the ship had sustained a lot of damage, and while trying to circumvent more damage, Arancini was heavily injured losing both his hands and his right eye. Continuing to work on the Darwin until the ship returned after its four-year journey. During this time Arancini became enamoured by A.I. Working on getting aboard the Jotunheim and being a part of its crew.
Trying to impress the captain of the Jotunheim by showing off his mechanical skills. Even convincing the captain of the Darwin to give him a high recommendation. Finally being able to be a part of the crew, and most importantly being able to interact with WODAN. Arancini was, to say the least very excited, and would spend all of his free time interacting with WODAN.
Portable Coring machine for sample collection, with pipe extensions for collecting samples 10-20 meters depth.
Portable field tablets
Ruggedized tablet, used to record findings, video cam, built in survival and first aid information. Can be used with a portable scanner for field testing. Various apps and DB available. Includes rear solar charger panel. Possibly some of the units we're using for translators.
Messenger bags - In the Jo's colors and crest, holds various sizes of sample bags and containers, some field tools.
Wrist Inertial Compass/locator - keeps track of all movements by the wearer, allowing them to retrace their steps. - radio transponder so ship can track their movements. - Distress beacon - configured that only deliberate action can trigger.
Field (game) cameras - Monitors movements in the local area, may be networked.
Appearance Subira’s plumage is a paler black than many Tekeri, approaching an almost chestnut complexion all over in bright light. She is of average build and height, somewhat toned from her history of dancing and extensive martial arts practice. Jet black pupils disappear into the darker feathers on her face, which comes to a point in her typical yet short beak. Amongst Tekeri, she would be perceived as plain if not a bit stern of countenance. Capriciously dressed, her wardrobe and manner of accessorizing ranges from the unnoticeable to the perplexing. The details are always tended to, in one way or another.
Magical affiliation Force Domain
Occupation Stoneworker and Surveyor
Key skills -Unarmed combat: a desire for greater autonomy and security navigating the new and bustling lands of Mythadia’s capital region combined with a history of dancing, led her to train extensively in martial arts -Construction surveying: a surprise obsession with cartography in general narrowed down over time to the art of land and construction surveying -Masonry (engraving): an eye for detail and a pre-existing interest in construction brought her, at length, to the quarries supplying Mythadia’s grand construction projects as an engraver and tailor of construction stone
Personality Subira is eager and transitory. She develops fascinations on a whim but lives them with deep seriousness. She is ludic, finding the game in everything, yet reserved. She is generous and flowing but maintains picky, hard-headed tendencies, especially with others. Towards herself, she can be unforgiving—only her forgetfulness and detached demeanor soften this. She is overly compassionate (at least in her head) and can get lost in daydreams. She gets lost quickly and easily in her work, at times neglecting other aspects of her life. She doesn’t hesitate to ask things of others but fears others’ dependence on herself. If pressed, she would reveal that she is dismissive of grand narratives and has trouble believing in much of anything.
Backstory Tending towards elsewhere, Subira never saw herself in what others related to her as “homesickness.” How could she, when her upbringing left her no real home to be sick for, anyway? Long, quiet days, mulling over the aimless complexities of all the plants that, despite the changing scenery, remained a reassuring consistency in her many homes. Tracing the veins kept her company.
Her parents had always wholly subscribed to Ascendancy ideology, caught up in all sorts of complexes about endlessly getting ahead, proving and reproving themselves, climbing ladders and so on. A branch of the contemporary experience whose significance escaped Subira entirely. Perhaps well-learned, at least on paper, the vapidity of her various trainings as a petty gentry child did little to quench her erratic nature, little to box up her fluidity and ludic aspect.
Is the devil in the details, or is it in our relationship with those details? Subira was constantly browsing through textures, floating in and out as the moment took her. It wasn’t for her precision that her day-to-day life materialized as anything resembling order, at least not in the sense of properness. As many objects pleased her for many reasons, she often found herself at the center of immediately illegible object-galaxies of her own making.
Frantic, flirty obsessions with newcomers in her life played off of her reserved tendencies to construct someone bubbly yet inconsistent, unreliable. Having had little lifelong friendship, she bloomed in anonymity.
Barely fulfilling the Ascendancy’s secondary training requirements, her general disillusionment coupled with a desire for that elsewhere fueled Subira’s flee towards anything but that which she already knew. She was able to pick up odd jobs for a few years, relishing in the bits that nourished her picky interests and merely bearing the (far more frequent) onerous periods.
In a few of these time-killers she took especial pleasure. A tavern off a busy trade route near the village of Pescit in Mythadia found her and a group of traveling traditional dancers crossing paths by chance one cold autumn night. Subira’s parents, demanding as they were, hadn’t forgotten to have her train in certain traditional arts, and although it had been many years since she had danced with any sort of regularity (and under an entirely different tradition), she caught herself mesmerized by the flowing motions, rhythmic skin. Discovering they were looking for new dancers only pleased her more, and she traveled with them for some time, never tiring of the careful balance between order and chaos in the dancing body.
Subira etched a slow, meandering path through Mythadia towards its illustrious capital, encountering more varied and seedier milieux the closer she got. The kaleidoscope markets of the larger cities got the better of her, mysterious and exciting wares presenting themselves to her as though in a gallery. In these bustling spaces, an inevitable mugging and other close encounters pushed her towards a martial artist recommended by a fellow dancer. Simultaneously, a particular obsession was overtaking her in the form of old cartography, in no small part sustained by a vendor she encountered often in the markets. This Glen vendor traded in these antiquities while primarily an active researcher in the history of cartography; Subira’s overt fascination for the matter brought him to introduce her to his work, and she offered her time and energy without hesitation.
It was in this way that detail-oriented yet marginal Subira found a first material craft that checked a lot of boxes for her. Having left the dancers, she focused for a while on martial arts and cartography, specifically the history of surveying. Deep in her work in the cozy basements of the vintage cartographers’ guild of Evenis, a busy town outside the capital, she encountered a nearly incomprehensible map, the likes of which she had never seen. Disturbingly well-preserved, the document mixed pictorial and geometric descriptions of a site that, through much study, Subira was able to determine must be outside the city in a meadow. Her curiosity piqued by the specificity and apparent banality of such a map, she took it upon herself to venture out to the spot, naïvely unequipped. Cloudless dawn illuminated a snowy clearing; Subira, frigid and sharp, noticed the dark, floating cloak and the twin dripping blades orbiting it too late.
Shot with terror, she stood frozen to the spot, eyes wide as the desolate apparition floated breathlessly. She understood quickly that if she moved backwards, it moved twice as close. Choosing the freedom of the clearing over the mess of the woods for once, she stepped into the being’s arena, nerves fraught. Limbless and empty, the cloak and blades suddenly moved on her, stimulating Subira’s self-defense combat reflexes, the inherent deep control. Too many close calls. The otherworldly blades, even just grazing her nimble body, nipping at her dancing feathers, sent obliterating pain coursing through her every vein.
Subira was bloody and near defeat when the merciless enemy became locked in place; the ripples on the cloak died out and the fabric hung lifeless. Fighting just to stay conscious, she remarked through the haze of pain that the blades, too, floated in the air mere inches from her chest, unmoving. Deep within her, an essential reorganization and series of reconnections was taking place as she discovered an ability to, with great concentration, remove the blades even further, to maintain an even greater lock on the silent cloak. At once, the pitch fabric crumpled lamely upon the soft snow below, and the sleek blades exploded outward like overturning click beetles, landing dozens of feet away at the foot of the trees. Sleep claimed Subira.
She awoke in a glacial state hours later; collecting the perplexing cloak and blades, rejoined the warmth of the city. She knew not how to recount any of what had happened at the clearing to anyone she knew, choosing to keep the battle a secret, but was ecstatic to announce her sudden revelation that she had stepped into magehood to those around her.
Her work studying surveying and attention to detail led, at length, to an interest in the finer arts of construction. With some scattered references and recommendations, in her 27th year, she found herself tailoring stone in quarry ateliers on the outskirts of the capital. Detailing and engraving the local limestone, often with the help of the force magic she was slowly learning to handle, she maintained a curious position in the quarry’s hierarchy, being trained and traveled but with little to show for it, an immigrant in a strange land but still better off than the quarriers below.