Welcome to Empire of the Clouds, an RP set in a fictional low-fantasy world with a technology level roughly equivalent to Earth 1910. The RP will start off in the 'Circle Sea' region, an area vaguely analogous to Europe and the Middle East though there is a big world out there...
In this RP you will play someone fleeing the city of Inbur in the face of an advancing enemy army. You have been lucky enough to get to a recently retrofitted, but uncrewed, military zeppelin. Perhaps you are a soldier, perhaps a civilian, perhaps someone who actually knows how to operate this rather complicated piece of machinery! The choice is yours.
Inbur is a cosmopolitan melting pot so you can write a character from wherever in the world you choose and whatever culture you like the look of. Some places have descriptions below. If you are interested in somewhere that doesn't have one, ask and we'll give you more info!
The choice of what you do will also be yours. Will you try to save Inbur? Will you ally with her enemies? Will you sail off into the sunset and do a bit of tourism while the world burns? There is, after all, a big world out there for you to explore!
INTRODUCTION
The year is 1077 of the Inburian Era and there is change in the world.
The fires of industry have been lit in what were once largely agrarian societies around the Circle Sea. New inventions have changed the face of the world. The railway, mechanisation, photography, the internal combustion engine and machine guns have all changed the face of the world. In recent years people have even begun taking to the sky in balloons and, more recently, heavier-than-air vehicles.
Society has changed as well. People have begun to see themselves as part of 'National' communities linked by language and tradition and old Empires, the Inburian one amongst them, have splintered into Nation States. People have begun to increasingly see the old Medieval hierarchies as antiquated and unjust.
The Nation of Calaria was the first to embrace a new system of 'Communalist' Government. At first the Calarians sought to spread their revolution through sponsored agitation in neighboring states, most notably the Inburian Empire, though in recent weeks this has escalated into a full invasion. While the Inburians had been prepared to hold the relatively short border, they were not prepared for the use of Chlorine gas, nor were they prepared for an insurrection from Fifth Colonists within their own country, or a surprise attack from their Eastern neighbour, Xak-Shariq.
Fourteen days into the invasion, the Calarians have reached the city of Inbur, people are trapped and jusitifiably frightened, but there is still a way out for those people who happen to have looked up at the Zeppelin mast in the military base by the Imperial Palace. It seems to have been forgotten (nobody has allocated a crew to it) and the military are making a fighting retreat from the city. Nobody is really looking...
MAPS
(Click the map for a larger)
(Click the map for a larger)
NATIONS & CULTURES
While everyone has a history, I haven't written about everyone as that would take forever and I don't want to bog you down in lore!
Major Peoples and Nations of the RP
Once a Merchant Republic, Calaria sees itself as the cradle of civilisation in the Circle Sea (Inbur was a Calarian Colony, many millenia ago, though the cultures have divered somewhat). Calaria is the birthplace of Industrialisation and, ten years ago, the first nation to fall to a 'Communalist Revolution' which drove many Calarian of the Calarian merchant-princes to flee to the New World Colonies (which took the opportunity to declare independence) and nieghbouring Inbur which proved a safe place. For a while.
The Calarian Commune is led by Chairman 'Giusto Valier', a man dedicated to spreading the revolution abroad and the destruction of the class system that continues to dominate in neighboring states. While many people find the Communalist goals appealing, others are repelled by the violent purges of 'class traitors' that continue to mark Calarian politics.
On Earth, the Calarians would appear to be Southern Europeans.
For a Calarian character, try this name generator: name generator.
The Inburian Empire has been a major player in the Circle Sea since it was declared by 'Cyprien the Great' 1,077 years ago. For a period of 211 years, Inbur was ruled over by the Haltians, but was 'liberated' 258 years ago by the Hasikos dynasty who have ruled over the Empire ever since. Initially, Mitteland, Quinia, Favis and portions of modern day Xak-Shariq were technically part of the Empire, though these lands have been lost or gained full independence in the last century as the Empire has slowly begun to unravel although the former client Kingdoms have remained on good terms with the Inburians.
Inbur itself is a heavily industrialised state though rife with internal class struggles that are not improved by the absolutist tendencies of Empoeror Pavlos V.
On Earth, the Inburians would be described as 'Mediterranean' in appearance.
If you want to create an Iburian character, here is a name generator.
The people of the isolated on the isle of Favis have always been somewhat different from the ‘Mainlanders’ though for large portions of their history they have been a client Kingdom of the Inburians.
Once an infamous pirate haven, the Kingdom of Favis is now a prosperous Constitutional Monarchy, headed by King Osmund, with a reputation for ship building and a powerful fleet that keeps the island safe from invasion. Favis maintains good relations with both Inbur and Bayn Alain.
On Earth, the Monchians would appear to be 'Western Europeans'.
If you want to create a Monchian character, here is a name generator.
469 years ago, the 'Eminent Kingdom of the Shariq' was the main rivals of the Inburian Empire but due to a magical mishap the Kingdom was destroyed and her lands rendered uninhabitable for two centuries. The surviving Shariq fled to Inbur, Calaria, Favis and other friendly countries. Eventually these three States would sponsor the recolonisation of Shariq lands. Xaq-Shariq was largely settled from by Calarian Shariq, Bayn Alain by Favis Shariq and the Western coast by Inburian Shariq.
With the exception of the coastline still controlled by the Inburians, Shariq lands are only modestly industrialised. There is a strong drive from the Shariq, particularly in Xaq-Shariq, towards rebuilding the old 'Eminent Kingdom' though recent attempts to integrate Bayn Alain met with failure, largely due to military support for the Amir of Bayn Alain from the Monchians.
The Shariq of Inbur are well integrated and the majority of the population are not in favour of unification with Xak-Shariq mostly for economic reasons (the Inburian Empire is wealthy).
On Earth, Shariq would appear as ‘Mediterranean’ in appearance.
For a surname, take one from their temporary homeland, i.e. Calaria, Inbur or Favis.
Minor Peoples and Nations of the RP
Addonian culture has flourished for centuries on the arid South Coast of the circle sea, initially as a number of independent city States though in the last century there has been a strong drive towards Addonian unification led by the city of Finiquia.
Mina-Sakh, the largest and most populous of the Addonian cities has remained outside of the unification process. Both the Amir of Mina-Sakh and Malik of Great Finiquia (and the elites of both Nations) worry the other would gain undue influence in their city.
The region of Sakh, controlled by Mina-Sakh, contains the vast majority of arable land in the Addonian coast, which has left Great Finiquia with a worrying food deficit and a need to import food from neighboring states. This has, in turn, led to clashes with Bayn Alain over some of the arable land along the Northern border.
Both Addonian States are characterised by large, progressive, industrial metropolises surrounded by large swathes of undeveloped and sparsely populated hinterland.
Addonians culture is something of a melting pot born of early Calarian and Shariq cultures merged with those of the nomadic desert dwellers from further inland. Addonians tended to favour long robes and brightly-coloured tunics, often adorned, for both men and women with ostentatious gold jewelry, although in recent years the city dwellers have tended to adopt the fashion of the Northern states.
Like Favis, the Addonians have a strong naval heritage and operate significant fleets in the Circle Sea, though neither Sakh nor Great Finiquia is a match for the might of the Kingdom's Navy.
On Earth, Addonians could appear as anything from ‘Mediterranean’ to ‘West African’ in appearance.
If you want to create an Addonian character, here is a name generator.
The Elgafolk were never great city builders, preferring to live nomadic lives in the great plains North of the Circle Sea supplied, trading with and receiving tribute from the scattering of human cities along the inland trade routes. For a period of about two centuries, the Elgafolk rules the current Kingdoms of Krain and Mitteland and the Western portion of the current Inburian Empire, enslaving the local inhabitants, though they were outsted in the Inburian Liberation Wars, 258 years ago and driven back to the West of the Continent though many of the Elgafolk remained in the new Inburian Empire, often taking on senior positins in the notably pragmatic Hasikos administration and there remain significant Elga minority populations in the Inburian Empire to this day.
In the current era the Haltian Empire is something of a backwater - sparsely populated and with many of the Elgafolk and humans of the area living similarly to how they did 200 years ago though the former Capital of Alveby is a notable exception to this rule.
Neither Nationalism nor Communalism have taken root in the Haltian Empire to any major degree and with the exception of the Western Pobryn people who were granted independence five years ago (forming the nation of 'Tir Pobryn' after six years of vicious guerilla warfare), the Haltian Empire's peoples have continued to coexist in relative harmony.
The Elgafolk are biologically immortal and highly resistant to poison and disease. While they do not conceive as often as humans, Elgafolk women remain fertile for centuries and infant mortality rates are low. It is not uncommon for one of the Elgafolk to have up to twenty siblings, though these may have been born a century or more apart from one another.
Elgafolk are usually slightly larger than humans, with the males averaging 6'2'' and females 5'8'' in height.
If you want to create an Elgafolk character, here is a name generator
The Iktani are the original inhabitants of the Calarian Main and make up just over half the population of Equaterra and over 90% of the populations of the Iktani Confederacy and Hunyunak. Every other State in the Main has a sizeable Iktani population. Until recently the Iktani, while sharing strong cultural ties with one another, did not see themselves as a single people and prior to the arrival of the Calarians and other colonial powers, the Main was a patchwork of different states, many of whom had a deep seated animosity for one another.
While the Colonial nations initially enjoyed significant technological advantages over the Iktani tribes, the Iktani have had centuries to adapt and have long-since mastered Circle Sea weapons and tactics and while most Iktani states were destroyed and assimilated into Colonial Nations, the isolated Kingdom of Hunyunak was able to survive though it remains something of a rural backwater.
To the North, many tribal groups banded together into a Confederation of Tribes which has grown into a moderately industrialised power. The Confederacy remained neutral in the Equaterran war of Independence, despite public support for the Equaterran cause, mainly due to their Confederacy's strong animosity towards the Ardellians who had already intervened on behalf of the Equaterrans. Following the war, relations between Equaterra and the Confederacy have warmed significantly and historic boundary disputes have been settled.
The Commonwealth of Ardell, meanwhile, still maintains a claim on all Iktani territory East of the Rotsach range, which includes the majority of the Confederacy's arable land and population centres.
On Earth, the Iktani would appear to be 'Amerindian' people.
If you want to create an Iktani character, here is a name generator. Use any second name for a surname, if you want.
The 'Mainers' are a 'melting pot' culture formed, for the most part, from the mixture of Brendahland, Doel and Monchian cultures in the Calarian Main. Mainer culture is dominant in the Commonwealth of Ardell.
Ardell, as a nation is only 136 years old and enjoys good relations with Favis, the Doel Union and most of the other New World Nations, with the notable exceptions of the Iktani Confederacy, the larger of the two Iktani dominated nations on the continent (the other being the isolated Kingdom of Hunyunak) and has fought a number of wars of conquest against the Confederacy. In the last fifty years, these have inevitably resulted in failure, with increasing Iktani military organisation and the strong defensive barrier of the Chichima river forming an easily defensible border.
Ardell has traditionally stayed out of Old World politics, though there are strong business ties, particularly with the Kingdom of Favis and the Doel Union and Mainers are common visitors.
While Ardell is a democracy, Iktani people are currently ineligible for citizenship and, thus, the right to vote though some have made a home for themselves in the Commonwealth nonetheless. Policies of forcible land seizures and deportation to the Confederacy have, while freeing up land for Mainer settlement, also had the long-tern detrimental effect of both bolstering Iktani manpower reserves and driving migration into major Iktani population centres, spurring industrialisation in the nearby state.
For a Mainer character, try this name generator: name generator.
The Quinians are the majority culture on the coast, South of the Haltian Empire, centred around the Kingdoms of Estornen and Carnelfenney and have existed in this region since time immemorial slowly moving inland, absorbing and displacing the Folandet tribes in the pre-imperial era. During the time of the Inburian Empire the area was unified as a single client kingdom though during the Haltian Empire it devolved into two major Kingdoms and a number of semi-autonomous vassals, only to be unified again during the Inburian Liberation Wars.
Despite the long coastline, the Quinians have never been a major naval powers, though they do derive significant income from their port cities, many of which are major hubs of industrialisation. Rather than a major Navy, Quinia has a reputation for some of the finest infantry on the continent.
Quinians tend to dress distinctly from other peoples, often wearing kilts and bold plaid patterns on their clothing.
On Earth, the Quinians would appear to be 'Northern Europeans'.
If you want to create a Quinian character, here is a name generator.
TECHNOLOGY
The technology level for this RP is, broadly, 1910 with one key exception: airship tech is 20 or so years more advanced than it was in the real world at this time... and most importantly you have helium in your bags rather than hydrogen so you aren't going to go down in a giant fireball of doom if someone lights a cigarette within a kilometer of you.
The reason I have made this decision, simply, so that your airship does not suck! It would rather shorten the RP if you were in an explosive death trap.
Other than that, expect bolt action rifles, very basic biplanes, electricity, poison gas, fancy hats and, potentially, trenches. Not that you need to worry about most of these things as you cruise blissfully over the battles raging below.
ZEPPELINS/RIGID AIRSHIPS
First, yes, I know that Zeppelin is a company that made/makes rigid airships, which is the correct name for the thing we are describing. Most people know them as Zeppelins though, so I'm sticking with that.
If you aren't too familiar with Zeppelins, they are absolutely colossal constructions that dwarf anything in the sky today.
In this RP, the zeppelin you are on will travel at about 80 miles per hour and can reach heights of about 21,000 feet, though typically you'd cruse quite a bit lower. Your zeppelins can stay aloft for a week or so, which is mostly dictated by how much engine fuel you have onboard. If you run out of that you won't crash immediately, but you will lose all ability to control where you are going.
Planes of the era are only marginally faster than you, cannot get as high and have nowhere near the range... though obviously they are much cheaper to build. They also haven't developed the interrupter gear that would allow single man fighters to become a thing.
Most of the living space is inside the outer shell which is good because the gondolas that are used for navigation and gun platforms get very cold (the interior is heated by air from the engine). There are also two gun platforms on the top of the airship which you can access by a long and frightening ladder, three MGs at the front and one near the tail. Combined with the four MGs in the front gondola and four in the rear, the ship is armed with 12 that can cover most approach directions and even strafe the ground... if you're low enough. Which might not be advisable since things on the ground can shoot back.
You can actually walk along the top as well... though it might be a good idea to make sure you are fastened securely. It is, after all, a long way down!
UNNECESSARY LORE
This section is for a bit of extra lore that you don't really need to read in order to engage with in order to make a character but which helps flesh out the world.
Calaria has the distinction of being the first culture to have used Caravels to sail out of the circle sea and successfully crossed the Evig Ocean to an area rich in valuable spices and valuable natural minerals that the Calarians initially named the ‘Gold Coast’ (now usually called the ‘Calarian Main’), 409 years ago. The area was inhabited by a number of tribal peoples whom became collectively referred to as the Iktani.
Initial colonisation by the Calarians and, later the Brendahlanders, Doel and, eventually, Monchians, relied on alliances with Iktani tribal groups, though as the settler populations increased, friction with the Iktani also grew.
Over the years, Calaria came to dominate the South shores of the 'New Circle Sea', with the other powers forming a patchwork of colonies further North. With considerable interchange between many of the colonies from the minor powers, a distinct 'Mainer' identity began to develop - the Mainers developed their own culture, language and customs which were something of a blend of the Monchian, Doel and Brendahland cultures. In the far North, Brendahland culture remained independent, while in the Nordisles, Monchian culture remained.
136 years ago, amid spiraling unrest, the Doel Union and Kingdom of Favis granted independence to their colonies which, with the exception of the Nordisles, unified into the 'Commonwealth of Ardell', which promptly declared war on Brendahland in an attempt to bring their colonies into the Commonwealth.
After two years of bitter fighting, Brendahland and Ardell reached a peace agreement whereby Brendahland ceded it's Southern colonies, establishing a treaty whereby Ardell would be granted all land to the South, East of the Rotsach range. Ardell, in turn would recognise Brendahland claims to the North of the continent. Nobody invited the Iktani Cnfederacy to the table and the fledgling Confederation was none too pleased to discover that their main population centres had been ceded to Ardell.
Many wars followed, with Ardell successfully driving the Iktani back to the Chichima river, which has, for the past fifty years, proved an impenetrable barrier to further Commonwealth expansion though the Commonwealth maintains their claim on the majority of Confederacy land.
To the South, 100 years ago, the Republic of Equaterra declared it's independence from Calaria, which it achieved after a seven year war, directly supported by Ardell with military aid supplied by the Doel Union, Inburian Empire and Favis. Calaria maintained control of most of it's island possessions, though these declared Independence at the time of the Calarian revolution forming the republics of Oscuraria, Coschi and Isola Centrale.
For the past century, the Circle Sea and Main witnessed the rise of National identities. Previously divided states began to unify along ethnic grounds while some of the old multi-ethnic Empires, notably the Inburian and Haltian Empires began to slowly unravel as ethnic groups began to seek autonomy from the capital.
States also began to industrialise. Factories were build and peasant farmers moved in from the countryside to the big cities, looking for work. This 'Industrial Revolution' began in Inbur and Calaria and the two states are the most industrialised on the planet at this point, though it also spread to neighboring States, particularly the old Inburrian Vassals and the Commonwealth of Ardell and Iktani Confederacy in the Main.
50 years ago, motivated in part by exploitative working conditions in many of the factories, a new ideology began to emerge - Communalism, which called for a centralisation of ownership and 'Dictatorship of the Proleteriat'. The Communalists shunned the 'imaginary' Nations, instead defining themselves along internationalist, class lines and wherever industrialisation had spread, Communalism has followed in it's wake, to greater or lesser degrees depending upon the Nation.
Unlike Inbur, across the border, who began to reform labour laws while simultaneously cracking down on Communalists, Calaria did neither and in 1067, ten years ago, a general strike was called and, after a week the army was ordered to suppress the strikers. Some units did as they were told, but others mutinied in solidarity. Within weeks, the mutiny had turned into a full scale civil war.
Cibaia fell to the revolutionaries within the first week. The Doge was captured and, after a show trial, executed by firing squad along with several other senior Government ministers. Calarian Colonies in Coschi, Isola Centrale and Oscuraria declared their loyalty to the Republic, declaring the hastily put together 'Council of the Commune' to be illegal, but by early 1068, the disorganised and increasingly factionalised Republican forces had been driven back, almost right off the Calarian peninsular.
Calaria had always been a State regarded with some suspicion by it's neghbours and the chaos in the State was seen as an advantageous weakening of an old enemy by most of Calaria's rivals. Only the United Kingdom of Quinia chose to intervene, sending troops to bolster the Republican efforts in the North, driving the Commune's forces back nearly 200 miles by 1069.
While there had been military successes, the Quinians found the infighting amongst the Republicans increasingly problematic and on more than a few occasions, Quinian troops ended up needing to fight one Republican faction to help cement the control of the other. The occupation was also deeply unpopular amongst the Calarian population and partisan attacks became more and more frequent.
In Carnelfenney, Parliament debated whether the United Kingdom should be sacrificing its men to prop up a chaotic regime that had been historically seen as a threat. While the Inburians, the United Kingdom's main ally were supplying money and weapons to the Republic, they had deployed no troops and in late 1069, the order was given for Quinian troops to pull out, though Quinia and the Inburian Empire pledged to continue supplying the Republican forces with arms and munitions.
Despite that, in mid 1070, the last Republican forces crossed the border into Inbur and surrendered to the Empire rather than face the Communalists.
The next four years were utter chaos in Calaria with frequent Communalist purges of 'counter-revolutionary elements' along with political rivals, though in the end, Chairman 'Giusto Valier', the leader of the Internationalist faction (dedicated to spreading the Revolution abroad) emerged victorious.
Since then, Calaria and the Inburian Empire (Calaria's classic rival) have waged propaganda wars against each other in attempts to forment unrest and destabilise the enemy regime with the Calarian Commune having much more success at this than the Inburians.
CHARACTER APPLICATION
You will notice some things about this character application form aren’t normal.
First, I haven’t asked for equipment. You could conceivably have a rifle, revolver or pistol on you at the start of this RP, but even if you don't, there is an armory onboard.
I also haven’t asked what your skills are. I’m assuming all characters are generally competent, however, what you’ve written in your background will determine whether I make things easier for you, or not, if you attempt something. For instance, a librarian might know how to use a rifle, but probably won’t be as good at hitting a moving or distant target as a trained soldier.
Also note, your character is not magical. Magic exists in this setting but not really in the more industrial parts of the world and it exists mostly for me, as the GM, to create problems for you!
Finally, there is no personality section. Your backstory should give a good idea of how your character is going to behave, but more importantly, I don’t want you to feel like your character is fixed. In a good RP, characters grow and develop over the course of the story and might end up being totally different from how they started.
When making your app, delete the bits in parentheses - they are there to give you guidance.
Character Description
Name: Gender: Age: Nationality: Appearance:
(Feel free to describe with text or put pictures in here. If you are using a picture, I may ask you to change it if it is blatantly anachronistic.)
Personal Effects: (Any personal belongings you have with you. No magical artefacts... this is a low fantasy setting.
Background:
What is your job(Are you a soldier? A poacher? A singer?) Backstory:(How did you come to be here? If you have a good reason to be running from the Revolutionaries, this will improve your backstory)
RULES
In short, just have common sense and be courteous to your other RPers and we will have no problems! But if you want specifics...
Decisions My word and the word of any Co-GM is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-GM and not your fellow writers. On that note, I intend to run this thread as an anarcho-communist cooperative. This is an unnecessarily complicated way of saying that my word DOES NOT overrule theirs. If there is an appeal and a dispute amongst the Co-GMs we will take a vote on the matter.
Post Quality I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc. Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
Posting Commitment Nothing is worse than making an RP only for it to die. Please try to make at least one post every 48 hours or so. If you find yourself unable to post, please let me know in the OOC thread or Discord. If it looks like you've abandoned a character in the middle of a fight scene I might decide to kill them off. Which is great for the plot, makes the monster all the scarier... though potentially not great for you.
Posting Speed On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, and the rest of the writers are rearing to go, feel free to carry on the scene without them.
OOC thread Manners Nothing annoys me more than bad manners on an OOC thread/the Discord. Swearing, passive-aggressive sniping or any other rude behaviour are not welcome. You will be warned once. If you can’t control yourself, slow-downs, temporary bans etc. may be applied on the Discord. If you continue to cause problems these may be made permanent. I don't want to do that, so play nice!
IC thread Manners Remember, we are writing a story together, not playing to win.
Character Death Player death is possible in this RP, though it will be avoidable if you play to your character's strengths, work with your team and don't do anything too stupid. Likewise, if someone goes inactive in the middle of a fight scene without explanation and cannot be raised, I may decide to kill your character off.
Godmodding In general the enemies in this thread should be treated as an actual threat. Write opening fire on the enemies, not that you gunned them all down and everyone went home for tea and medals. I will, however, write damage for your character if you get into a bad situation...
18+ 18+ allows us to write a darker story that explores grown-up themes. I didn't pick it for erotica and/or gorn, so try to write tastefully. If I have to repeatedly ask someone to tone it down I will be displeased.
Banning Players I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.
Name: James E. Carter Gender: Male Age: 35 Nationality: Commonwealth of Ardell Appearance:
Personal Effects: - Silver pocket watch - Personal journal booklet - Clothing he has on - Model II shotgun (basically an M1898 shotgun) - Harlan Arms Model 45. Pistol (ye old 1911) - Pack of Loro Cigarettes he's never opened
Background:
What is your job: Merchant Airship Captain/Pilot Backstory: James hails from the Commonwealth of Ardell, a nation across the Evig of sprawling plains, winding rivers, large forests and industrious cities. Raised on his family’s sprawling farm in the dust-laden plains of the West Fork he grew up knowing only hard work, clear skies, and endless fields. His life changed forever the day he saw the glide of airships over his small town of West Fork, the airships were ornate back then but the sight of them were a promise of a future far from the soil. From that moment, he knew his fate lay not in the dirt but in the boundless sky.
Upon coming of age, he eagerly joined the Ardellian Defense Corps, seizing the chance for adventure and the possible opportunity to some day pilot an airship of his own. When the Commonwealth sent a force across the river to establish a beachhead on Iktani soil, they were spotted by an Iktani observation balloons. It wasn’t long before the Iktani encircled them, launching a brutal assault to drive the Commonwealth forces back. Despite heavy losses on both sides, the Commonwealth troops managed to hold their position, though without advancing. To bolster the assault the Commonwealth finished building it's first bombing airship, the CBS-11, which came to be nicked "The Screaming Eagle" by the crew, and Carter was part of that crew which was dispatched to bomb a key Iktani city believed to be a staging ground for reinforcements.
The bombing mission was chaotic. From the altitude required to evade anti-air defenses, it was impossible to gauge where the bombs would land, but Carter knew they weren’t hitting the intended rail yard. The mission left him feeling conflicted and disillusioned, as he sensed that innocent lives had been lost without clear military gain. The Iktani's reaction was immediate and fierce, swelling their ranks with reservists who had lost homes and families in the bombardment.
The Commonwealth troops fought to preserve the beachhead but were soon overwhelmed by the wave of Iktani reinforcements. Forced to retreat, the Commonwealth began negotiations, ultimately withdrawing their forces and suing for peace. As The Screaming Eagle headed home, it was caught in a storm it wasn’t built to withstand. Fire spread through the vessel, sending it crashing into the Gulf. Carter was one of the few survivors, rescued days later by a Nordisle patrol. Returning to a hero’s welcome in Ardell, he felt only grief and guilt. Requesting discharge, he left the military to join The Evig Traders' Guild, a merchant company offering steady work far from Ardell.
Carter spent years with the Traders' Guild, shipping goods across the continents. His journeys took him from the rugged (rumored to be haunted) mountains of Bayn Alain to the icy reaches of the northern seas of Brendahl, where the airships had to navigate treacherous winds and frigid salt spray. He has traversed jungles, deserts, and even the mysterious islands of the Southern Archipelagos where he witnessed skybeasts and all kind of otherwise fantastical creatures most couldn't even fathom. Yet, despite the thrill and freedom that the open skies brought him, he found little peace. The memories of the war, the fallen friends, the burning wreck of the Screaming Eagle, and the lives lost from his own actions followed him wherever he went, a weight on his conscience that no distance could lift.
Through it all, he led his small crew with a steady hand, navigating his ship through occasional ambushes, violent storms, and encounters with beasts that haunted the southern seas. Despite the money and respect he had earned the sense of unease gnawed at him, a reminder of the past he couldn’t fully leave behind.
Carter and his ship now find themselves in Inbur, a city under siege. Originally, he’d come here on a rare but necessary assignment for The Evig Traders' Guild: transporting high-value artifacts and essential supplies from the embattled Inburian forces as they braced against the Calarian advance, the only reason why he accepted this task was the company offering to pay him double the bonus, triple if he brought everything unscathed. Inbur’s Imperial Palace held a trove of relics and important documents, treasures deemed too valuable to risk falling into enemy hands. The mission was simple enough; arrive, load the goods, and leave before the Calarian forces could fully encircle the city.
But the situation has spiraled faster than anticipated. Enemy forces have pushed through the defenses faster than anyone had expected, cutting off traditional supply routes. The Inburian command is in disarray and scrambling to evacuate its highest officials and essential personnel. As the city’s defenses crumbled, the military base near the palace was abandoned in the rush to withdraw. In the chaos, Carter's airship was targeted by Calarian artillery, now with his airship burning and his crew missing Carter must make his way back to the homeland he's avoided for years, how he will do that only fate may tell, for now though the large unattended airship in the imperial palace seems to be his only hope for escape.
Name: Post Captain Hamelin Le Marinier Gender: Male Age: 42 Nationality: Favis Appearance: A taller man and bearded to hide the Scars from his injuries that caused his active retirement. Right eye is glass or an eyepatch depending on comfort and part of his right hand is a mechanical prostatic from a blast injury.
Has a number of miscellaneous scars from said explosion on his right side.
Personal Effects: .455 Favis Heavy pattern Navy Revolver Favis Diplomatic papers Old Riggers Knife and spike. Silver plated hip flask with Whiskey. Navy wool overcoat. 1 glass right eye, 1 eye patch, 1 Right partial hand prosthetic A folded bundle of small maps and a simple small metal compass.
History:
What is your job: Former active Naval gunnery Officer and Diplomatic mission staffer from Favis..
Born into a long family of sailors from pirates to merchants and even the odd privateer down the family history it was almost expected that he would serve, sail in some way related to the sea. Hamelin did not disappoint and joined the Favis Navy as a junior midshipman when the chance was first available.
Though minor nobility their Title meant little more than a long family history, a coat of arms and a large home that cost too much to heat but they also refused to sell, a sense of pride and also the old stone building had withstood the centuries as their protector from storms, conflict and more unnumbered. It was this family that shaped the officer who rose in the Royal Flavis Navy, showing promise and being assigned first as a navigation officer until his real talent as a gunnery commander was revealed.
Success began to follow success until he was aboard the heavy dreadnought class, Hammer of Vich', a large ship clad in iron and steel, mounting the heaviest and most powerful armaments Flavis Forges and war smiths could craft. It lead the fleet forward befitting its name, fire, fury and wrath where exchanged without mercy or pause.
It was In B main turret an anti armour shell slammed into a plate already weakened by several hits from a heavy cruiser that lingered close exchanging close fire but losing it was when his world went black and his memory only returned aboard a land based hospital after the battle taken away by the the hospital ship Mercy of the Angel then to the main Naval hospital.
Victory came at a price for all, for our noble office it came high. His hand was a mass of bandages, Half his face was too. Shrapnel from the hit that buckled the turret's side sending a wave of steel into space and leaving grievous wounds and death to many. 1 man in 20 got out walking.
Decorated, promoted, His active career was over, honourable service meant he had a choice, a quiet retirement or to take what job was available and serve behind the desk instead of gunplot. Hamerlin chose to stay and soon his command was a desk in a comfortable enough office building trying to learn how to use his new hand and adapt to a single eye after a long stay in hospital.
…
Years passed.
…
Years passed and Hamerlin now held a role in the Embassy to a semi allied nation, their Naval attache, his job was not what he wanted, to have commanded warships, maybe even fleets but he had found at least a life that kept him from getting bored. He still was an expert at reading maps, able to calculate terrain, elevations, and transform the 2D into a 3D puzzle to crack complex tables and calculations easily. Those skills he kept, advising on situations and attending various events on behalf of the nation he served.
He rose to Post Captain on both seniority and merit, he was unlikely to make a flag but he had risen as far as a land based officer likely could. His rank also came with responsibilities and pressures that he had not shouldered before but privilege was never freely given.
…
Fire came.
…
Forts, defence lines and established defensive plans expected to hold the enemy for weeks, months if not drive them to utter stalemate buckled and broke far faster than anyone could have believed and soon the Capital rang with guns before even people could move to escape. The armies of the Red tide could not be held back as they began to pound the city, their batteries and heavy siege armies now able to dig, bombard and break the final defences before all was consumed.
Expecting no such army to obey the Diplomatic niceties, he grabbed what he could, his pistol and so from his drawer, stuffing ammo where he could, his knife and a few other things before he left. He would find his own way out and he believed he saw one last do or die plan in his eye. He was likely dead anyway so a small chance of success was more than none.
He had carefully studied the city and its plan, its maps, layout and what he helped would save his life. He made for his desperate plan, avoiding those places he knew would likely be main targets, and navigated his way to the last escape route he could devise.
This girl makes you think of a dangerous bird of prey. She has round green eyes that are like two chunks of jade. Her fine, straight, brown hair is worn in a style that reminds you of a turtle's shell. She is very tall and has an amazonian build. Her skin is tanned. She has a large mouth.
Her wardrobe is practical. Cotton batiste camisole and drawers, wool socks, good brown leather work boots, Khaki drill shirt, tan khaki overall suit, brown cassimere cap (golf style), horsehide work gauntlets, black sweater with leather patches on shoulders & elbows; Turkey red bandanas (x2), sheepskin coat, sheepskin hunter's cap, goggles.
Personal Effects:
Ladies' Nickel watch (4H12282) Pathfinder Brass Compass (6H5230) Police Call Whistle (6H4471) Steamboat Playing Cards (49H160) Vest pocket Memorandum Book (3H955?) Pencils x3 (3H13450) Three-Blade Electricians' or Mechanics' knife (6H17154) Brass Knuckles
Tin of hard candy (local)
Machinists' hammer; combination plies, wire cutter & screwdriver; Button pattern pliers; flat mill file, wood file handle with ferrule; screw wrench 9 1/2 hinches; Quick acting Pipe or Rod wrench, screwdriver, 2 forged steel engineer's wrenches, 1/2, 5/8, 3/4, 7/8 inch openings; forged steel cold chisel, 5/8 inch cut; round punch 5 1/2 inches, small bundle of copper wires, assorted size cotter pins; all in a well-made canvas roll with leather straps.
Hunting Knife (6H4513) 38-Caliber Automatic Pistol (8 shot) with extra magazine (6H1503) 38-Caliber Automatic Smokeless Cartridges with metal patched bullets (box/50 x2) (6H2580) Book, True Detective Stories (3H1856) Gold coins inside leather poker chip tubes.
Background:
What is your job Mechanic
Backstory: Born to the Visconti Merchant family, she had been playing with Fosca, the daughter of Nicola Ferrari, local blacksmith and family friend, he had spent time with the merchant fleet. As Nicola was bringing her home, they found her father and mother were being dragged out of the house by the communists, then shot in the street.
Nicola picked her up and whispered in her ear, "Remember, you are now Christina Ferrari, niece."
She began spending time in his workshop, helping him alongside his sons, Vittore and Martino. Then the communists came for the teens, to induct them into the people's infantry.
Christina, like the other men and women, learned to march, to polish her boots, to shoot a rifle, to fight unarmed and with a knife. Then when that was done, their basic training unit was broken up to join other units. Some of the women in their group were sent to become nurses. Fosca and Christina, however, were taught how to drive and repair the people's trucks, built in their factories. Once they were graded as satisfactory, they were granted permission to go home before their next assignment.
Nicola told them they'd missed Vittore and Martino, who had been there the previous week. He, too, was worried about the build-up of soldiers and was convinced the communists intended to invade their neighbor. Christina decided to escape. There was a secret escape tunnel her parents never had a chance to use. She used it to get into the house, inside its hollow walls, and retrieve her father's secret stash. Christina provided half of it to Nicola and Fosca, carefully hiding the rest on her person.
Back at their camp, Christina began driving the relief truck along the line. However, the people's truck would frequently break down. One night after it again had broken down, she sent the men up ahead to continue relieving the border guards, telling them she'd pick them up eventually when the truck was fixed. When they were out of sight, she then snuck across the boarder and surrendered herself to the Inburian soldiers, who were surprised she could speak their language, one of several her father had taught her.
It turned out that she was not the first Calarian to cross those lines to warn them. They took her rifle and sent her to the capital. As it happened, Generoso Rubino, one of the few friends of her father to escape the purge was living there and vouched for her. However, it seemed to her that nobody was taking the threat seriously. Nor could she sit around making idle talk with other ex-pats, that was no longer her life. So she got a job with the company building and maintaining the Inburian Zeppelins and began to prepare to escape should the Communists invade.
Name: James E. Carter Gender: Male Age: 36 Nationality: Commonwealth of Ardell Appearance:
Personal Effects: - Silver pocket watch - Personal journal booklet - Clothing he has on - Model II shotgun (basically an M1898 shotgun) - Harlan Arms Model 45. Pistol (ye old 1911) - Pack of Loro Cigarettes he's never opened
Background:
What is your job: Merchant Airship Captain/Pilot Backstory: James hails from the Commonwealth of Ardell, a nation across the Evig of sprawling plains, winding rivers, large forests and industrious cities. Raised on his family’s sprawling farm in the dust-laden plains of the West Fork he grew up knowing only hard work, clear skies, and endless fields. His life changed forever the day he saw the glide of airships over his small town of West Fork, the airships were ornate back then but the sight of them were a promise of a future far from the soil. From that moment, he knew his fate lay not in the dirt but in the boundless sky.
Once he came of age Carter eagerly joined the Ardellian Defense Corps during one of its many wars with the Iktani Confederacy. The war saw the widespread use of airships by the Commonwealth mainly for reconnaissance, all the while rhe rest of the war was brutal battles across the fields and forests of the Confederacy as the Commonwealth attempted its efforts to expand across the continent to coast.
Serving as a scout and later a reconnaissance airship pilot, Carter flew missions over charred battlefields and shattered towns. Losing countless of friends to trench combat and skirmishes forced Carter to face the reality that war was not a noble or glorious ordeal but a gritty and ugly tragedy, survival was not a matter of powerful but luck and sheer will.
The war came to an end after the bombardment of Tihacoma, the capital city of Confederacy. Carter war part of the crew that manned the Screaming Eagle, the Commonwealths first large airship meant for bombardments. The mission was relatively successful as it forced the Confederacy to the bargaining table. Carter felt a sense of grief at the thought of having taken part in such a task as he felt that with every bomb dropped more innocent lives were lost in a pointless war.
Once the Screaming Eagle began making way back home across the Gulf it was caught in bad weather it had not been designed to fly through, the ship caught fire and fell into the Gulf, Carter and only a few lucky ones survived the burning wreck as it sank into the seas. They were eventually picked up by a Nordisle Patrol boat and brought back to Ardell just in time for the celebrations of the Treaty of Hulanak, which saw the end of the war snf the Confederacy conceding mineral rights snd various other humiliating demands by the Commonwealth, unbeknownst to them that the Commonwealth's trump card was no more. Carter and the other survivors were hailed as heroes but he felt anything but that and upon requesting discharge he went off to join The Evig Traders' Guild, a rapidly emerging Ardellian flight company known for shipping all sorts of commodities across the continents, his skills were highly sought, the pay good and it allowed him to stay far away from Ardell as he could.
Carter spent years with the Traders' Guild, shipping goods across the continents. His journeys took him from the rugged (rumored to be haunted) mountains of Bayn Alain to the icy reaches of the northern seas of Brendahl, where the airships had to navigate treacherous winds and frigid salt spray. He has traversed jungles, deserts, and even the mysterious islands of the Southern Archipelagos where he witnessed skybeasts and all kind of otherwise fantastical creatures most couldn't even fathom. Yet, despite the thrill and freedom that the open skies brought him, he found little peace. The memories of the war, the fallen friends, the burning wreck of the Screaming Eagle, and the lives lost from his own actions followed him wherever he went, a weight on his conscience that no distance could lift.
Through it all, he led his small crew with a steady hand, navigating his ship through occasional ambushes, violent storms, and encounters with beasts that haunted the southern seas. Despite the money and respect he had earned the sense of unease gnawed at him, a reminder of the past he couldn’t fully leave behind.
Carter and his ship now find themselves in Inbur, a city under siege. Originally, he’d come here on a rare but necessary assignment for The Evig Traders' Guild: transporting high-value artifacts and essential supplies from the embattled Inburian forces as they braced against the Calarian advance, the only reason why he accepted this task was the company offering to pay him double the bonus, triple if he brought everything unscathed. Inbur’s Imperial Palace held a trove of relics and important documents, treasures deemed too valuable to risk falling into enemy hands. The mission was simple enough; arrive, load the goods, and leave before the Calarian forces could fully encircle the city.
But the situation has spiraled faster than anticipated. Enemy forces have pushed through the defenses faster than anyone had expected, cutting off traditional supply routes. The Inburian command is in disarray and scrambling to evacuate its highest officials and essential personnel. As the city’s defenses crumbled, the military base near the palace was abandoned in the rush to withdraw. In the chaos, Carter's airship was targeted by Calarian artillery, now with his airship burning and his crew missing Carter must make his way back to the homeland he's avoided for years, how he will do that only fate may tell, for now though the large unattended airship in the imperial palace seems to be his only hope for escape.
Generally a pretty good app, there are one or two little details I would like you to change in the backstory though.
1. Around the war you've written with the Iktani. I've written there has been no frontier movement in the last 50 years, so since before Carter was born. I don't mind having a war, but perhaps write it as something like this. The Commonwealth send a force of a few thousand troops to make a beachhead on the far side of the river but are spotted by an Iktani observation balloon. The Iktani then surround the beachhead and assault it, with heavy casualties on both sides but without dislodging the attackers. Carter's airship is sent to bomb an Iktani city where they believe the Iktani are massing troops to send to the front. From the height it's impossible to figure out where the bombs are landing but he's pretty sure it's not on the rail yard...
... Keep the crash in if you want, but switch the Iktani response from surrender to 'they are really, really, really pissed off' (this is generally the effect that terror bombing of civilian targets has - think the Zeppelin raids on London and the Blitz). Commonwealth troops try to fight their way off the beachhead and fail. Iktani are arriving in large numbers. Commonwealth withdraws troops and sues for peace.
This is a bit of a change but elevates the Iktani threat level to about where I want them to be - they are intended to be a major power in the RP.
2. Small change to the Screaming Eagle... call it something like the 'CAS17' (Confederate Airship 17 it's boring, but vaguely based on how the Germans named there's, which incidentally gives a good incentive for the crew to give it a better name), which he and his crew nicknamed the Screaming Eagle.
Name: Post Captain Hamelin Le Marinier Gender: Male Age: 42 Nationality: Favis Appearance: A taller man and bearded to hide the Scars from his injuries that caused his active retirement. Right eye is glass or an eyepatch depending on comfort and part of his right hand is a mechanical prostatic from a blast injury.
Has a number of miscellaneous scars from said explosion on his right side.
Personal Effects: .455 Favis Heavy pattern Navy Revolver Favis Diplomatic papers Old Riggers Knife and spike. Silver plated hip flask with Whiskey. Navy wool overcoat. 1 glass right eye, 1 eye patch, 1 Right partial hand prosthetic A folded bundle of small maps and a simple small metal compass.
History:
What is your job: Former active Naval gunnery Officer and Diplomatic mission staffer from Favis..
Born into a long family of sailors from pirates to merchants and even the odd privateer down the family history it was almost expected that he would serve, sail in some way related to the sea. Hamelin did not disappoint and joined the Favis Navy as a junior midshipman when the chance was first available.
Though minor nobility their Title meant little more than a long family history, a coat of arms and a large home that cost too much to heat but they also refused to sell, a sense of pride and also the old stone building had withstood the centuries as their protector from storms, conflict and more unnumbered. It was this family that shaped the officer who rose in the Royal Flavis Navy, showing promise and being assigned first as a navigation officer until his real talent as a gunnery commander was revealed.
Success began to follow success until he was aboard the heavy dreadnought class, Hammer of Normandy, a large ship clad in iron and steel, mounting the heaviest and most powerful armaments Flavis Forges and war smiths could craft. It lead the fleet forward befitting its name, fire, fury and wrath where exchanged without mercy or pause.
It was In B main turret an anti armour shell slammed into a plate already weakened by several hits from a heavy cruiser that lingered close exchanging close fire but losing it was when his world went black and his memory only returned aboard a land based hospital after the battle taken away by the the hospital ship Mercy of the Angel then to the main Naval hospital.
Victory came at a price for all, for our noble office it came high. His hand was a mass of bandages, Half his face was too. Shrapnel from the hit that buckled the turret's side sending a wave of steel into space and leaving grievous wounds and death to many. 1 man in 20 got out walking.
Decorated, promoted, His active career was over, honourable service meant he had a choice, a quiet retirement or to take what job was available and serve behind the desk instead of gunplot. Hamerlin chose to stay and soon his command was a desk in a comfortable enough office building trying to learn how to use his new hand and adapt to a single eye after a long stay in hospital.
…
Years passed.
…
Years passed and Hamerlin now held a role in the Embassy to a semi allied nation, their Naval attache, his job was not what he wanted, to have commanded warships, maybe even fleets but he had found at least a life that kept him from getting bored. He still was an expert at reading maps, able to calculate terrain, elevations, and transform the 2D into a 3D puzzle to crack complex tables and calculations easily. Those skills he kept, advising on situations and attending various events on behalf of the nation he served.
He rose to Post Captain on both seniority and merit, he was unlikely to make a flag but he had risen as far as a land based officer likely could. His rank also came with responsibilities and pressures that he had not shouldered before but privilege was never freely given.
…
Fire came.
…
Forts, defence lines and established defensive plans expected to hold the enemy for weeks, months if not drive them to utter stalemate buckled and broke far faster than anyone could have believed and soon the Capital rang with guns before even people could move to escape. The armies of the Red tide could not be held back as they began to pound the city, their batteries and heavy siege armies now able to dig, bombard and break the final defences before all was consumed.
Expecting no such army to obey the Diplomatic niceties, he grabbed what he could, his pistol and so from his drawer, stuffing ammo where he could, his knife and a few other things before he left. He would find his own way out and he believed he saw one last do or die plan in his eye. He was likely dead anyway so a small chance of success was more than none.
He had carefully studied the city and its plan, its maps, layout and what he helped would save his life. He made for his desperate plan, avoiding those places he knew would likely be main targets, and navigated his way to the last escape route he could devise.
Perfect. Before shoving into characters, can I please recommend changing 'Hammer of Normandy' to something like 'Hammer of Vich' to reference an in-universe location? :)
This girl makes you think of a dangerous bird of prey. She has round green eyes that are like two chunks of jade. Her fine, straight, brown hair is worn in a style that reminds you of a turtle's shell. She is very tall and has an amazonian build. Her skin is tanned. She has a large mouth.
Her wardrobe is practical. Cotton batiste camisole and drawers, wool socks, good brown leather work boots, Khaki drill shirt, tan khaki overall suit, brown cassimere cap (golf style), horsehide work gauntlets, black sweater with leather patches on shoulders & elbows; Turkey red bandanas (x2), sheepskin coat, sheepskin hunter's cap, goggles.
Personal Effects:
Ladies' Nickel watch (4H12282) Pathfinder Brass Compass (6H5230) Police Call Whistle (6H4471) Steamboat Playing Cards (49H160) Vest pocket Memorandum Book (3H955?) Pencils x3 (3H13450) Three-Blade Electricians' or Mechanics' knife (6H17154) Brass Knuckles
Tin of hard candy (local) 14-piece Handy Tools in a canvas roll(9H55045) Hunting Knife (6H4513) 38-Caliber Automatic Pistol (8 shot) with extra magazine (6H1503) 38-Caliber Automatic Smokeless Cartridges with metal patched bullets (box/50 x2) (6H2580) Book, True Detective Stories (3H1856) Gold coins inside leather poker chip tubes.
Background:
What is your job Mechanic
Backstory: Born to the Visconti Merchant family, she had been playing with Fosca, the daughter of Nicola Ferrari, local blacksmith and family friend, he had spent time with the merchant fleet. As Nicola was bringing her home, they found her father and mother were being dragged out of the house by the communists, then shot in the street.
Nicola picked her up and whispered in her ear, "Remember, you are now Christina Ferrari, niece."
She began spending time in his workshop, helping him alongside his sons, Vittore and Martino. Then the communists came for the teens, to induct them into the people's infantry.
Christina, like the other men and women, learned to march, to polish her boots, to shoot a rifle, to fight unarmed and with a knife. Then when that was done, their basic training unit was broken up to join other units. Some of the women in their group were sent to become nurses. Fosca and Christina, however, were taught how to drive and repair the people's trucks, built in their factories. Once they were graded as satisfactory, they were granted permission to go home before their next assignment.
Nicola told them they'd missed Vittore and Martino, who had been there the previous week. He, too, was worried about the build-up of soldiers and was convinced the communists intended to invade their neighbor. Christina decided to escape. There was a secret escape tunnel her parents never had a chance to use. She used it to get into the house, inside its hollow walls, and retrieve her father's secret stash. Christina provided half of it to Nicola and Fosca, carefully hiding the rest on her person.
Back at their camp, Christina began driving the relief truck along the line. However, the people's truck would frequently break down. One night after it again had broken down, she sent the men up ahead to continue relieving the border guards, telling them she'd pick them up eventually when the truck was fixed. When they were out of sight, she then snuck across the boarder and surrendered herself to the Inburian soldiers, who were surprised she could speak their language, one of several her father had taught her.
It turned out that she was not the first Calarian to cross those lines to warn them. They took her rifle and sent her to the capital. As it happened, Generoso Rubino, one of the few friends of her father to escape the purge was living there and vouched for her. However, it seemed to her that nobody was taking the threat seriously. Nor could she sit around making idle talk with other ex-pats, that was no longer her life. So she got a job with the company building and maintaining the Inburian Zeppelins and began to prepare to escape should the Communists invade.
Looks good to me! Feel free to move this to the character page!
Generally a pretty good app, there are one or two little details I would like you to change in the backstory though.
1. Around the war you've written with the Iktani. I've written there has been no frontier movement in the last 50 years, so since before Carter was born. I don't mind having a war, but perhaps write it as something like this. The Commonwealth send a force of a few thousand troops to make a beachhead on the far side of the river but are spotted by an Iktani observation balloon. The Iktani then surround the beachhead and assault it, with heavy casualties on both sides but without dislodging the attackers. Carter's airship is sent to bomb an Iktani city where they believe the Iktani are massing troops to send to the front. From the height it's impossible to figure out where the bombs are landing but he's pretty sure it's not on the rail yard...
... Keep the crash in if you want, but switch the Iktani response from surrender to 'they are really, really, really pissed off' (this is generally the effect that terror bombing of civilian targets has - think the Zeppelin raids on London and the Blitz). Commonwealth troops try to fight their way off the beachhead and fail. Iktani are arriving in large numbers. Commonwealth withdraws troops and sues for peace.
This is a bit of a change but elevates the Iktani threat level to about where I want them to be - they are intended to be a major power in the RP.
2. Small change to the Screaming Eagle... call it something like the 'CAS17' (Confederate Airship 17 it's boring, but vaguely based on how the Germans named there's, which incidentally gives a good incentive for the crew to give it a better name), which he and his crew nicknamed the Screaming Eagle.
Name: Volodar Naesandoral Gender: Male Age: 450ish Nationality: Imperial Appearance:
Personal Effects: 6 Makarios C94 Pistols and web-gear, a Haltian Cavalry Sabre, a bear-skin hat, several books and manuscripts in Elgan, a small collection of jewelry and trinkets from around the world.
Background:
What is your job: Airship Pilot Backstory: Volodar was born approximately 200 years before the Hasikos were restored to their imperial throne, and spent most of that time serving in the cavalry of the old Haltian armies that once dominated the battlefields north of the Circle Sea. With sympathies towards the reformist groups within the Empire, he remained within what is now the Imburian Empire after the Haitian defeats during the War of the Five Emperors and joined the newly established Imperial House Cavalry and served the Iburians in various functions, both on the field and in the barracks and palaces.
After a few decades of service with the Hasikos, Volodar resigned his commission with the Hastikos and decided to join the Monchian efforts to settle what would become the NordIsles in the Gulf of Equaterra, and managed to secure a governorship on one of the smaller island, more through conquest than appointment, despite little experience with government. This was arguably one of Volodar’s most productive ventures, as he effectively owned several plantations growing cash crops therefore improving the economic prospects of the island via what he viewed as an innovative workforce retention program and strict discipline of the laborers. He would eventually tender his resignation with grace in face of increasing demands from Vich.
Undeterred in his new situation, he turned his attention southward to the Calarian colonies in Equaterra in an attempt to weaken his old enemy, and found himself swept in with the spirit of revolution simmering through the region. Providing both money and expertise, he helped equip and build the Equaterran cavalry force, and lead a squadron through the revolutionary war. He found himself well suited to the guerilla nature of the war, although he was wounded by shrapnel twice and shot on one occasion. While recovering from his wounds, and a bout of tropical disease, he rested for a few years while enjoying his status as a minor hero and lived on a pension and accumulated plunder. Volodar made a comfortable life on the coast and served in a minor government post, before leaving Equaterra due to a scandal involving the President’s wife and another cavalryman.
From there, Volodar returned home to Imburia and Haltia for a few years due to the demands of certain family situations and to allocate his accumulated wealth towards projects at home. Here, he lived well and lived easy, enjoying frequent social events and balls as he reconnected with old circles and refreshed his lists of human contacts in Inbur. Such calm was not to remain, as his restlessness soon caught up to him again after two decades or so.
An era of increasing industrialization and a second wave of exploration greeted Volodar as he took on the mantle of adventuring again. The first flights of fancy were to the arctic and the ice sheets north of Frosseland. Rumor had it that it may be a navigable passage connecting the two seas, at least during the summer months. To say this expedition was a failure would be an understatement. The ships broke against the ice not long after departure from the northern trading posts in Frosseland, and the survivors of the ships had to make a perilous journey back to civilized territory through hellish colds and ice. They survived on good will from the natives, and whatever meat and pelts they managed to scavenge.
His second venture during this period was to chart some of the jungles far to the south of Finiquia and Sahk in the search for signs of an ancient civilization. Sailing up a mosquito infested river, tropical diseases plagued the expedition while hostile locals whittled down their numbers. It wasn’t all for naught though, because, after a 23 day trek through the jungle, he found a tribe of strange bird-like people, who he bartered with. Trading pelts, guns, and liquor for jewelry, artifacts, and coins, he obtained the proof that he sought and made the trek back home.
Once more, Volodar settled down in Inbur for a few more decades, and took up a rather stereotypical hobby: breeding and racing horses. This was a moderately successful venture for him, although a questionable financial decision as he invested quite a bit of funds but never produced a truly spectacular horse. Such is the nature of passion products.
Then an inventor approached him specifically, touting a new design for a machine. A machine that could enable one to fly like the birds through the heavens above, the airplane that promised heavier than air-flight. The concept enamored Volodar, who had previously been in a hot air balloon several times, and he eagerly funded its development and badgered the man to test fly the design once it had been finished, but the inventor held fast.
Dragged out to a flat along the coast of Inbur, the wooden and canvas craft sat gloriously in the middle of the field, and the crew started up the engine. Volodar watched with amazement as the man’s craft successfully lifted itself off the ground and climbed to about 100 feet, before it spectacularly crashed after the inventor lost control. The coinciding development of the rigid lighter-than-air craft also caught the Elga’s desire for flight, and offered a far safer and practical alternative which he funneled some funds into. Aiding such developments allowed him to take roles in the maiden flights of a few craft, an experience he very much enjoyed from both a physical and mental exercise and a flaunt of his own wealth.
The invasion of Inbur from the Calarians, once it began, posed an existential threat to the rather wealthy Elgan, who soon looked for means to flee the surrounding city. Upon seeing the craft tethered to the Imperial Palace, an idea crossed the old cavalryman’s mind. A bold idea that promised adventure, and gallantry.
Name: Itzamatul ‘Itzi’ Ku Gender: Female Age: 30 Nationality: Kingdom of Hunyunak Appearance: Of both average stature and build, with dark brown eyes and jet black hair, Itzi is not uncommonly mistaken for Inburian, at least until she speaks; then her ‘foreign’ accent tends to give her away. With her hair generally in a single thick braid and the hands of someone used to manual work, she favours simple and practical pants and long sleeves. If she happens to be wearing anything that exposes her arms, legs or any of her torso, she’s fairly covered in traditional Ikitani tattoos from collar to wrist to ankle.
What is your job: Pilot/Helmsman by choice, General Labourer by necessity
Backstory: One of many children born to her large family on a farm outside the Hunyunaki capitol, Itzi grew up like many children in her situation did, with little to no formal education and learning to ‘work’ on the farm as soon as she was old enough to be trusted with at least simple tasks. It was a tough life, but not a bad one; the family didn’t have much but they cared for one another and their friends and neighbours as best they could.
One day when she was about 7 or 8 she accompanied a couple of her older siblings on a market trip into the city to sell their produce at market; their father usually did this but he’d taken ill. During that trip she saw her first Zeppelin, a lumbering bulk of a cargo hauler waddling its way into dock; the sight fascinated her and from then on, whenever possible she took to accompanying her father (or whoever else) on sporadic trips into the city. When she was there, she did all she could to talk with Zeppelin crews, asking them not just about what they saw, but just how they did their jobs. Some were less than enthused to be pestered by a child and expressed themselves as much, but others were more forthcoming and humoured her…usually until one of Itzi’s family had to come and drag her away. At fifteen she told her parents of her intention to join one of these crews, not only to fly off to see the world, but so she could send money back home; the only other real future available being staying here to work the farm until being married off to one of a handful of uninspiring local boys; not something she was willing to consign herself to.
At first her parents were more than a little hesitant to let her try, but she pointed out that from her questionings, a basic crewmans wages were better than what the farm made and by now her oldest siblings had children of their own old enough to help around the farm. Eventually they agreed, but only if she could find work within the next few months; Itzi accepted the stipulation and set off to the city a week later.
From friends and contacts in the city she’d already known of an older freighter the ‘Valdez’ that had come into port, with the crew complaining at the bars about running short handed. Bold as anything when she got to the city, she headed straight to the ‘Valdez’ and marched up the gangway to see the captain. While he was understandably hesitant to take on a random girl that’d marched in to see him, he agreed to at least hear her out. Up front, she told him that while she couldn’t read or write, she could cook and clean, was used to hard work and long hours and was willing to learn anything that was asked of her. Eventually he relented and agreed to take her on when the ‘Valdez’ shipped out in a few days; from there she rushed home for a tearful goodbye to her family before setting off.
In the years since she’s proven that despite no formal schooling she is quite smart; learning to read, write and speak several languages, both Zeppelin and aeroplane flying, general Zeppelin maintenance and a host of other duties that are common to ship’s crew. She’s also managed to both keep sending money home and even returns there from time to time, though the Kingdom of Hunyunak isn’t exactly on any major trade routes.
In their opening attacks, Calarian shells struck several warehouses in the commercial port including one next to the Even Giver the Zeppelin she was currently crewing aboard. Unfortunately the warehouse must have been storing volatiles of some kind, as when it was struck it exploded rather spectacularly, with debris sadly shredding the Even Giver and setting the wreckage alight; the only thing that save Itzi was that she ways away enjoying shore leave and was in the process of making her way back (thoroughly broke) when the attack happened. Now like so many others, she finds herself trapped and looking to escape the besieged city of Inbur.
Name: Zano Mirazdar Gender: Male Age: 24 Nationality: Sakh/Addonian Appearance:
Zano stands at 6'0 and looks like a typical Addonion but with short black hair, grey eyes, and a well-maintained mustache.
Personal Effects: A set of goggles, a pocket watch, two journals with two pens, a wallet with money in it, and a satchel with papers and other items in it.
Background:
What is your job Inventor/Engineer Backstory: Zano hails from the city-state of Mina-Sakh. Born the youngest of four in a wealthy family. Zano did not have many prospects initially by his family's standards but was still given an education worthy of their status. But as time went on, it became clear that Zano had a creative mind and a knack for engineering. Combining them led Zano to create some interesting creations that caught the attention of his parents by the time he was eighteen. Seeing the potential in them, they enrolled him in a prominent engineering college in the city, and by the time he graduated. Zano now had the knowledge to pursue his interests.
After graduating, Zano, with his family's help, set up a workshop where he could work on his inventions and sustain himself. While Zano did invent and patent some of his inventions, they were not as major as his parents thought they would be. That and Zano did not like his parents looking over his shoulder, as it were, when it came to inventing. Plus, not wanting to be solely dependent on them for financial support. After a fight he had with his parents over what he should focus on, he threatened to restrict him financially if Zano did not listen to them. That was the last straw, and Zano would find himself after defying his parents without their support. But, a friend of his who lived in Inbur offered to help him out and give him a place to work, which he would accept, so he moved to Inbur.
There, with the help of his friend, he went to work and made some more inventions, which were gaining traction and catching the eyes of people. His latest invention became popular, and Zano started to have more ambitious ideas and started to have an interest in airships and would learn more about them. However, Zano was growing concerned about the events happening in Calaria and the rise of the Communalists. Still, he went on as usual and was working on something big when the Calarians invaded.
Zano was in his workshop when the Calarians reached the city, and he managed to save his notes and other important papers. But, as he and his workers were packing up, artillery shells struck the workshop, and while Zano managed to escape with little injuries. Most of his workers and his friend were killed as a result, along with his big invention.
So, with the city falling, Zano ran as fast as he could and felt like today might be his last day on Earth. Then, as he ran past the Imperial Palace, he saw his salvation. A sole Zeppelin was still docked, and an idea came to mind. Perhaps this is his way out of the city. So Zano ran to the Zeppelin, hoping that it would be his ticket out of the city. If not, then he would be truly dead.
Personal Effects: - Snubnose revolver - Pocketwatch - Inbur City Police Department Badge
Background:
What is your job: Policewoman Backstory: Giogoula "Giogio" Giorgiou was born to a working class family of four in the city of Inbur. Her father, Yiorgous Giorgiou, was a sergeant in the city police and worked hard to ensure his family's safety and well being, even going as far as teaching his wife and children self defense lessons. Growing up, Giogoula never felt that she was in a struggle despite her working class background, she attended and completed public schools by her late teens and enrolled in a women's college.
After college, Giogoula would follow in her father's footsteps and join the city police, due to her looking up to her father's tireless work in trying to keep the city safe before retiring. Despite her father’s initial opposition due to the possible dangers of police work, he would eventually relent and put in a good word for her to his colleagues. Giogoula's initial work with the police was limited to handling domestic disputes and interviewing female and juvenile witnesses and victims. Overtime, however, she would be assigned to taking part in investigations, particularly in infiltrating criminal activities.
Using various disguises and identities, she was instrumental in the police busting some underground activities. Soon, she was tasked in infiltrating a suspected communalist cell that may have been cooperating with Calarian agitators. It was an joint operation with the military in busting the fifth columnist as the threat of war looms, and she was willing to take part in it, having no love for communalists.
Giogio would continue her police work even as war seems more likely. Her family had moved north but she remained, seeing it as her duty to keep the peace in the city. Plus, Inbur is pretty far away from Calaria. Eventually, the Chief of Police wants her to stay away from infiltrating the communalist cell; there was ample evidence that her cover could be blown if she continues her work and that the Chief was worried that there is a traitor within the police department giving informations to possible insurrectionists. The decision to have her move north happened right when war broke out between the Empire and the Calarians.
The Inburians were set back by insurrections within the fifth column, despite the best effort of the empire's intelligence agency, and a surprise attack in the east by Xak-Shariq. Even the police was involved in the defense of the city, albeit they too were getting overwhelmed. Trapped in the city and knowing what fate becomes to the military and police informants, Giogio and some of the others were ordered to flee the city alongside many of the other civilians for their safety.
This guy makes you think of a menacing shark. He has hooded indigo eyes. His thick, wavy, brown hair is styled in a crewcut. He's got five o'clock shadow. He has a thin build. His skin is pale. He has a small mouth and stubby-fingered hands.
On duty, he wears a woolen union suit, a white shirt with a sky blue backflap, a navy blue overshirt, navy blue trousers, leather belt, navy blue leather overalls, wool navy peacoat with sheepskin liner, a leather helmet, gloves of leather and wool, chucka boots covered by large felt overshoes, scarves, and goggles.
Personal Effects:
Bosun's call on a knotted lanyard Rigging knife (folding sheepsfoot blade and marlinespike, fixed screwdriver tip) on a knotted lanyard. Deck of cards (steamship) Meerschaum crook pipe with a metal screen to keep sparks from flying out. Pipe nail Leather pouch of cherry tobacco. Pocket match safe with matches Wallet with Identity papers
Spare rigging knife, bosun's call, meerschaum pipe, three metal screens, pouch of cherry tobacco, pipe nail, five boxes Swan Vesta matches inside a painted tin box. Housemaid (sewing kit) Two crochet needles Balls of black wool Balls of twisted cotton twine Shoe polishing supplies in a small cloth bag Fountain pen Pencils Pen knife Hunting knife Three memorandum books filled with drawings of varous knots Diary
Toiletries bag Towels & washcloths Two summer uniforms Five pairs of wool socks. Two wool watch caps. Spare chukka boots wrapped in a small bag Spare winter uniform two spare union suits
Small patchwork button quilt. Ditty box with his papers, ink bottle, fountain pen. Rifle Belt pouches with ammo
Background:
What is your job Boatswain 2nd class, Zeppelin Service. Elevators and helm on rotation. Backstory: Nikos grew up in a fishing village on the coast and was very much a trouble maker. When he was 16, he was conscripted into the Inburian Navy for two years. Deciding he liked the Navy life, he re-enlisted and wound up on zeppelin duty for four years, then two years on the ground - when he wasn't in the brig for one reason or another. He's been busted down twice but has worked his way up.
Name: Aden Robertson Gender: Male Age: 22 Nationality: Inburian Nationalized ( Born Favis) Appearance:
Fair skin and freckled; Aden is a lean 6'0" with dark eyes and dirty blond hair in a short cut at the moment. He typically carries grin on his face and many find him looking rather young for his age. Typically found wearing his Inburian Alpine uniform in a mottled shade of tan and green with bandoleers of rifle ammo draped across his chest and belt.
Personal Effects: - Krausser Firearms R-01M Accuracy Pattern Rifle (Gewehr 98 with x4 Zeiss Optic) - Krausser Firearms P-15 Trench Pistol (P-08 Luger) - Fighting Knife - Compass - Binoculars - Silver Lighter (Engraved; " 46th Alpine: First to Fight, Last to Break") - Four Cigars - Sketchbook (Functions as diary, range table and..... a sketchbook.)
Background:
What is your job Inburian Army Marksman Backstory:
Aden originally came from a merchant family that plied the trade routes of the Circle Sea. The Robertson & Robinson Trading Co. having routes that traced all the way back to the days of pirates trying to carve out slices of legitimacy. It was into this legacy that Aden was born in a sleepy costal town after coming a month early.
Schooled and provided for; Aden spent his early years with his paternal Uncle in Vichy. Learning of the logistics and skills needed to keep the Robertson and Robinson Trading Co. afloat and profiting as changes in technology and politics caused the family to try and keep up. When he was old enough he took to the seas and visited the ports of the Old (and occasionally) New World under the watchful eyes of his father. However, a life of the sea and the ports began to grow on Aden as year after year of sailing, balancing books and constant traveling made him start to resent the life of a merchant.
His relationship with his parents began to strain until one day as they made port in Inbur; an argument caused a teenaged Aden to storm off their ship. Originally intent on simply enjoying some alcohol; Aden overindulged and was eventually wrapped up in a bar fight that ended with severe property damage. At first, a mistake of identity had Aden marked as a repeat offender; and the constables taking care of his charges said that he would be heading for a labor farm for hard labor. But the constable said he looked like a good kid and offered another chance; the Inburian Army was always recruiting and his buddy was able to get pardons for minor cases such as Aden's.
A mixture of hangover, sudden hope and resentment to his family caused Aden to say yes. By the time his family figured out where he was and went through the proper channels to contact him; Aden was a private in the Inburian military and in the third class to enter the infantile 46th Alpine Regiment. Aden had no intention of going back when he was both enjoying the new feeling of a unknown world of military service and the uniqueness that was the Inburian Army's new program.
An attempt to leverage the distinct terrain of the Calarian border; the 46th Alpine Regiment found themselves trained in scouting, patrolling, and marksmanship. Perfectly geared for the limited combat Inbur dreamed of occurring. Aden graduated with pride and found himself stationed on the Calarain border. A tense but relatively calm posting.
The invasion took them all by surprise; both in intensity and its modern tools. Most of the 46th died under a hail of gas artillery that Aden avoided by virtue of scouting out Calarian artillery observers. The remnants of the 46th and other border units tried to put up a fight but found it impossible to stem the tide of Calarians and the insurgents that seemed to appear spontaneously.
Having found himself in Inbur after his latest fighting retreat; Aden is currently attached to a rearguard force made up of survivors that managed to make it to the city. Their purposes to buy time for the more intact formations to regroup elsewhere. At the moment, the scout is currently manning one of the gates to the Imperial Palace's military aerodrome as he waits for orders even as the sounds of gunfire grow closer to the base.
@Terrans Couple of small changes I would like to suggest, otherwise super!
You've spoken about 'scouting, patrolling, camouflage, infiltration and advanced marksmanship.'... change that to 'scouting, patrolling and marksmanship'. Because camouflage is really in it's infancy as a concept - they know muted colours are helpful and trying to disguise artillery emplacements can help but that's about it. Infiltration hasn't been invented yet (historically this is a response to the battlefield conditions of WWI... which is just kicking off in this world) and marksmanship is also pretty basic... that being said snipers do exist. So all good with the general concept!
Can I also recommend you change the name of the 'Scout-Trackers' to an Alpine Regiment? Just gives that early 20th century feel... and it fits with the terrain!
Name: Urses Mallory Gender: Male Age: 24 Nationality: Favis Appearance:
Slightly taller than average at 5'10" and well-built thanks to his career of military service, with naturally unruly dark brown hair pulled back into a scruffy ponytail to keep the worst of it out of his grey-blue eyes. Personal Effects:
Leather Satchel containing medical supplies 'recovered' from military stores
Casual Civilian attire
Background:
What is your job Combat Medical Technician, Royal Favis Army Backstory: Originally from a lower-class background as the son of a labourer and a nurse, Urses had done what many young men in his position had done before him; he had enlisted in the army to improve his lot in life, leveraging his mother's career as a nurse to get himself into training with the Medical Corps on the idea that skilled positions merited higher pay. He had a fairly unremarkable early career, aside from frequent but minor clashes with officers over protocol vs practicality and moral disputes.
Until recently, Urses had found himself in Inbur as part of a unit of the medical corps sent over to take part in joint training with the Empire's own military medical corps, sharing medical techniques and new technologies in the name of maintaining co-operation between the two nations. He had actually been on temporary leave when the insurrectionists struck and barely had time to get back to his post and recover whatever equipment he could grab before they could overrun his position, before then looking to make his way to the only means of escape he would see: the floating behemoth still docked to the Zeppelin Mast...
Sorry for the delay, this has been sat half-written for far too long and I finally got round to finishing it off. Fun fact, his last name was originally Carter, but I saw that we now have a Carter already and decided to change it to avoid giving someone a distant cousin they didn't ask for haha