Into the Fog, to the Edge of the World, Out into the Great Unknown
Lore
Man has lived in their kingdoms in the world of Alalban for more generations that anyone cares to remember. Beyond their cities and villages lie the Fog, a mysterious land where few have ventured. Hundreds, if not thousands of legendes and myths have been created about the Fog and what it contains. And for as many legends about treasures and powerful magical artifacts hidden away, there are an equal number of "Fog Beasts" and ghost ships that haunt the Fog.
However, one brave adventurer dived into the veil and came out with the revelations that the relics told in legends might be true. Even with his shard of a legendary gem and a bag of treasures, he stepped into the shadowy fog and prompted wealthy nobles and kings to mount expeditions to the lost lands in search of treasures. Colonies and settlements have been established as well as resting points for adventurers and treasure-seekers.
Now, nearly one and a half century later, the new frontier is expanding once more as tales of even greater treasures lay in the land beyond. Everyone from adventures to soldiers, from nobles to pirates, from colonists to prisoner, many get on board airships or land caravans to once again travel into the Fog to search for relicts and artifacts at the Edge of the World. To search for a place to start anew. To search for place where their worth mean something. To go Beyond the Fog.
Rules
- GM's word is final and rules may be changed/edited/added at GM's discretion - No God-modding or puppeting or auto-hitting without permission, both of these are jerk moves and no one likes an incredibly OP character. - Do try to be varied in your characters, its more fun and organized when you have a wide arrange of characters with different skills, gear, personalities, etc. - Be mature and use commonsense as I am willing to bet in Vegas that no one likes a whinny kid in a RP - While romance is allowed, please try to keep it at family friendly levels. Use the "fade to black" technique if and when such events occur. Please keep all the naughty stuff to 1x1's or PM's, no corrupting of innocent minds here :P - Do try and refrain from OOC Drama and try not to purposely provoke people, if drama does break out, keep it to PM or GM/co-GMs will step in. - Have fun! ^_^
Some Stuff Worth Knowing
- The technology level is mid-19th century-ish at max with a Steampunk twist - The two most popular ways of traversing the Fog is either by Airships or by Land Tank caravans - There are some large companies and merchant charters that have grown quite powerful in the recent years - While Pirates and Bandits are a threat, they are not the only people who roam the skies and there are more powerful and dangerous forces besides the monsters that inhabit the fog - There is a sort of "organization" to the Fog, with each "layer" longer and more dangerous then the next.
Outer Layer - This is where the last civilized towns are Inner Fog - This is where remote villages and outpost are located. Basically the last part where civilization can be found Fog - The Fog proper, this is where extreme terrain and the unusual weather start, Fog Monsters can also be found here. You will need special "maps" if you wish to travel here. Deep Fog - This is where treasures are, at least in legends. It also where more dangerous monsters and conditions are found. "Giants" can be found here sometimes, they are monstrously huge Fog Monsters that are the stuff of legends The Smoke - Undoubtedly the most dangerous layer of the Fog, Giants are common and the weather is completely unpredictable. Apparently things that defy the laws of both the world and the gods are located here. World's End - A Rumored edge of the world. It is said to be the most beautiful place in the world and where the gods reside. No one has ever been here as its only a legend and it lays far beyond the Smoke.
- Bewared, the Fog is not for the weak of heart. While not directly life threatening (although it can be hard to breath in some spots), some areas of the are known to be hallucinogenic, bringing people's darkest memories and deepest fears to life. - The Fog is constantly changing, only gyroscope-like Fog Maps will ever tell you the true way, no matter how strange that way might be.
Character Guide
Name: (Self explanatory, try not to use anything too edgy like X) Age: (How old is your char? I'm willing to bet its somewhere between 1 and 100) Gender: (Male, Female, Potato, ought to be fairly straight forward)
Physical Description:
Have a picture of your char's appearance. If you can't find a good picture, go ahead and describe it as best you can.
Skills:
Talents one has either naturally or through education or training of some sort. Can also be from a magic artifact but try to keep it (somewhat) sane
History:
Just a brief thing, no one needs to read what they did on the 4th of March when they were 8. One or two paragraphs preferably
Personality:
An idea of how the character thinks and so forth; should be linked to the history.
Name: Annaveya Kushrina, The Western Cross Age: 26 Gender: Female
Physical Description:
Skills: -Master of Aeronautical Combat -Adept in Hand to Hand and Close Quarters Combat -Negotiator in Mercantile / Business arrangements -Bilingual - Kushrina Family's odd native tongue and common
History: Historians always conflict with one another when they discuss the history of the Kushrina Line.
It is a matter of mixed opinion and conjecture, yet none can ever deny the fact the most powerful Mercantile family began rather small. A cluster of traders and tradesmen from the wastes of the desert towards the end of the Old Empire. Even through tragic and terrible Wars they prospered, sitting on the sidelines rather than getting involved and taking sides. As a result, the wealth they accumulated was absolutely massive, rather than those merchants who supplied weapons and got attacked by enemy nations, the Kushrina caravans supplied food and medicine equally for any who requested it.
Even so, such wealth did not go unnoticed as time drew on. Pirates, accursed Privateers on the seas and Raiders on the ground out for glory and greed often began to victimize Kushrina mercantile fleets. Initially, the family requested protection and assistance from military forces, and such a request was bitterly refused. As a result, ingenuity took upon it's shine to the family as they were the first to leave the hazards of the earth, and took to the skies. The first Airships they created were simple, cargo carrying structures that hauled goods and cash from one city to the next. They were slow, cumbersome, and could almost be matched by horses on the ground.
However, as their wealth began to continue accumulate even further, their stubbornness towards efficiency brought new invention to the skies. The Airships they and they alone controlled gradually became more sleek, faster, and even larger in comparison. Such drive soon brought about the invention of the Kushrina's Family's greatest prize during the emergence of the New Empire: The Dawn's Guard. It is an absolutely massive Airship. Some claiming it to be a literal city floating in the air, and others began to fear and despise it. Travel that once took months now could be completed in the matter of a few hours thanks to the Guard.
Yet it was created for once purpose. It was no longer a simple merchant ship.
It was heavily armed.
For the Kushrina family knew all too well that the ingenuity of Pirates had taken to the skies as well, and they intended to continue to protect their absolute control of wealth in the skies. Within The Dawn's Guard grew the family's private paramilitary force, subjected to extreme training the Kushrina family and their associates became the true elite aviators of the air, calling themselves "The Heaven's Lance", children of the main line of merchants were all required to join this service. For without the benefit of Magic, they had to resort once again to their inventiveness to insure the Family's survival.
Such invention brought about the first fighter Aircraft.
Launched from the Guard, these light, heavily armed, and incredibly fast while maneuverable machines could number from a handful to even dozens in a single attack wave. Which, when backed by the massive and elaborate weaponry on The Dawn's Guard, they could be used to remarkable levels of effectiveness. Again, Pirates suffered even greater losses from the sky as a Result, and other Mercantile Families soon took to the air and flooded the heavens. While respective governments suffered, the Kushrina Family began to flourish to even greater heights, as now Mercantile Families were also paying them for the escort of their goods. Such flowering prosperity then grew in the form of three more capital Airships.
The Heavens' Vanguard.
The Dauntless Wind.
And The Fated Endeavor
Each ship is home to four squadrons of Twenty-five Fighters each. Named after Valkyrie, each respectively have a directional and numerical denomination. The names that so many Pirates came to know and fear were Brynhildr, Hildr, Hrist, and Skuld. Each respective squadron specializing in specific types of warfare. Brynhildr and Hildr known for their ability to dominate the skies in Air-to-Air combat. Hrist for their remarkable intermixed Air-to-Air and Air-to-Ground tactics, and lastly Skuld for Air-to-Sea. (For an example, Annaveya's aircraft call sign is "West Hrist 01")
Even at the utter dislike and nervousness of various nations, the Kushrina Armada had been truly born. Protecting the skies of their respective mercantile lines and even others of similar profession from Piracy. Some have even come to call them the "Nation of the Skies", even though they have no structured governmental setting. They are simply a company trying to protect their assets, and will do so with an Iron Fist.
These three new Capital Ships joined The Dawn's Guard in the skies in a continuing show of might and dominance in the four corners of the New Empire. From victories against even the most malicious Pirates, a new concept began to rise. Each Fighter Wing gained a new form of Rank, The Cross. Such distinction came only to the pilots of Kushrina blood who held the most prowess in the air. Named for each of their respective locations, the Northern, Eastern, Western, and Southern Crosses soon came to be known for the ferocity in which they engaged the enemy that attacked their family's incredible wealth. Rumor and legend often tell of their incredible ability to not only take on multiple enemy fighters at once, but also destroy their home ship at the same time.
This is often where historians finally discuss The Western Cross.
Known by such a name, it took years for them to discern the fact that her name was in fact Annaveya Kushrina. The heiress to the Kushrina Fortune, she is often claimed to be the greatest pilot of the age. Pushing Airship and Fighter performance to the very edge of the envelope time and time again. Though her business tact wasn't necessarily the best, her ability to command and control The Dawn's Guard fighter wing was absolutely unrivaled less for the other Crosses. It was in the Sky, rather than the Administrative side where she felt most at home, and her performance signified it.
It was the Western Cross that lead the other Four in an attack against the Pirate's Rebellion. Where hundreds of Pirates and Privateers banded together to bring down the Kushrina Capital Ships. Initially, the Pirates had planned to take them on one at a time, where they might stand a fair chance in combat.
Yet it was not in the Kushrina Family Blood to play fair.
With the growth of wealth, the growth of their control of the skies, massive and intricate spy networks then sprouted forward. And as a result, the Family knew very well that the Pirates were going to attack The Dawn's Guard all at once. It was a heavily clouded day that moment, and as the Guard hovered in the air, the Pirates surged forward in attack. With a rallying cry, they charged defiantly across the skies. And then the world itself changed.
Hellfire began to rain from the sky.
Dozens of Kushrina Fighters, numbering into the Hundreds dove in upon the attackers from above. And to their horror they saw something they hadn't expected. Four Crosses. Then from the clouds descended the four behemoth capital ships, each of them so massive that they could blot out the sun. All with their incredibly heavy weapons trained upon their adversaries and there was nothing else the Privateers could do.
Mercilessly, hundreds, if not thousands of Pirates died that day. The key victory solidified the skies for trade and commerce for the next several years, and made even government sanctioned navies shudder in the thought of taking on a Kushrina Capital Ship. Until at long last Pirates began to sprout up again and harass merchants once again. Having been a Cross since she was merely seventeen, Annaveya simply continued to hold command of her Wing, rejecting any further promotion at the disgruntlement of her father until she was forced at long last to take command of The Dawn's Guard at the age of 26.
Stubbornly, she still leads her Wing in combat.
Personality: Of what is little known about Annaveya by historians, what is the most prevalent is her affection towards ruthless efficiency. Pirates upon being caught in the act were not even brought to a fair trial, and were executed on the spot. Often by her. Unafraid to get her hands dirty and into the trenches in the family's unending war against piracy, the odd contrast is that she's oddly benevolent towards those who are innocent. Even assisting competing Merchants while they fled from Pirate attackers. On the surface, the Kushrina family practices strictly moral business practices.
Though as historians delve deeper, they are beginning to find shrewd dealings between the family and the Crown. As well as other dealings with suspicious outside agencies independent of the Queen.
An ancient merchant family known for thousands of years for spectacular business practices and ambitions, the Kushrina Family is headed by Alexandrov Kushrina the Eastern Cross, the commander of the fastest capital warship ever built, The Fated Endeavor. Known for their adventurous and daring tendencies, the family has risen from rags to become one of the most wealthy and a powerful autonomous force in the empire. Second only to the Empress and the military forces there accordingly.
Controlling and devoutly protecting seventy-five percent of the airship trade, and even the twenty-five percent they don't control, they continue as a business alongside commanding an elite, privately owned paramilitary force. Their prowess with building not only trade ships, but aerial instruments of war has granted them a valuable contract with building warships and trade ships for the Empire. Other smaller nations not united beneath the Empire's flag resent the existence of the family, but there is little that they can do other than be crushed beneath the Heel of a Kushrina Capital ship if they were to attack; and they know it.
Three of Alexandrov's children command the respected Airships outside of the Endeavor. With the youngest being Halion Kushrina the Northern Cross at the age of twenty, commanding the largest ship, The Dauntless Wind. The second being Emile Kushrina the Southern Cross at the age of twenty-two, commanding the most heavily armored ship, The Heavens' Vanguard. Lastly, the eldest daughter, Annaveya Kushrina the Western Cross at the age of twenty-six, commands the most heavily weaponized ship, The Dawn's Guard. The respective four crosses are known for two things: first and most infamously, their prowess in fighting in combat and aeronautical warfare. Second, their business cunning, and ability to recruit some of the most brilliant and ambitious minds in the world.
The people understand. If a Kushrina ship is the shadow which blots out the sun, they will be safe.
The respective Crosses can be seen below.
Alexandrov Kushrina, the Eastern Cross; Head of the Kushrina Family
Annaveya Kushrina, the Western Cross; Eldest Daughter, Heiress to the Family Fortune and Company
Name: Freya Hildegarde Sylfair the 28th Age: 22 Gender: Female
Physical Description:
Skills: Military Training Expert Swordsman Marksman
History: The kingdom of Archadia is ruled by the young queen and Freya and her ancestors devoted their life to defending it. Freya from a young age was trained for her current position her older sister before her untimely death taught her and groomed her for it. This was a majority of her life military and formal training was what she learned and lived off of. The Valkyries are an elite military division composed of female troops and officers. They are the head peace keepers and elite force of the military. Trained and raised by the valkyries she devotes herself to queen and country. Her name is one that is inherited by all head of the valkyrie division those who become head sacrifice their old name to inherit it. The Valkyrie division is sister to the Judges a all male military force under their queen who handles the keeping their borders safe and acting as diplomats. To everyone else beyond Valkyries they are known as your grace even amongst themselves.
Personality: Freya is a kind soul who would rather enjoy the peace with their young queen the violence that has been happening. Though when it comes down to it Freya when her country and queen are in danger is anything but kind rather a cold and harsh person who is willing to make sacrifices needed for the betterment of their country.
Equipment:
- Blessed Valkyrie armor (standard valkyrie armor that has been blessed to stand up to most modern weapons) - Divine Lance (A Standard Jousting styled lance has steam vents at sides to increase thrusting strength) - Sanctified Sword (a standard sword issued with the valkyrie armor allows the user to dispel most fog/smoke) - Gungnir(A rifle used and cared by Freya it is blessed in the fact that with the multiple augments it canโt miss a shotโ)
Valkyrie Flagships - Highwind (the main flagship for Freya it leads the airships of Archadia) - Blackwind (main ship for the judges but has been sense given to the valkyries for their use) - Windor (heavy armored ship serves as the queens personal transport)
Name: He does indeed have a real name. But his mind is so broken that heโd probably deny it even if he remembered what it was. Nowadays, he has taken to calling himself by the same name of the shipwreck he resides within โ โJolly Guttersโ. Age: Forty-something. Heโs not quite sure anymore, but his guesses are always in the low forties. Gender: Definitely a man. Crazy as Gutters is, he remembers that much.
Physical Description:
A tall, disheveled, filthy individual. Gutters looks to be a man whoโs forgotten what bathing and shaving even mean, with wild black hair, a rampant beard, and a natural odor that invades the nose like a plague upon a village. His left eye is, quite clearly, no longer functional. He wears an assortment of tattered rags and a wide-brimmed hat, none of which have been washed in months.
But thereโs something else about the man. Something unnatural. Blackened veins, easily visible through his pale skin, run down from his facial orifices, and end God-knows-where. As to their nature, itโs easy to say theyโre by no mundane means. But itโs still a mystery, and one Gutters is not too mindful of anymore.
Skills:
Gutters was never a soldier. He was never a swordfighter or a pilot or a mechanic or anything even remotely useful in the Fog. But whatever sickness of the mind grips at him now, has turned him into such a rabid psychopath that his sheer desire to live and claim โthe ancient treasureโ, drives him to surpass just about any hardship he faces. Whether itโs by the manโs own skill, or luck, or the work of the force that possesses him, is anyoneโs guess.
History:
As far as anyone would know of who Gutters was before he became what he is now, itโd be got from his demented ramblings, and then immediately all lost the moment he brought out the knife. So thereโs no good there.
Rather, letโs look at Guttersโ surroundings. Heโs a madman stuck on a wrecked airship in the thick of the Fog. The thing is absolutely ruined and the bodies of its former crewmen are littered everywhere, looking as they theyโd been individually slaughtered. They are dressed in peasant rags and armor cobbled from scrap. The supplies have all been tapped into by Gutters himself for the good of his survival. There are weapons strewn about, most by the hands of the dead crewmen, indicating theyโd all made one final stand against their last enemy. And they all failed โ save for one.
Gutters talks to everyone, anyone, and no one, all at the same time. He talks about his knowing where an ancient treasure rests in the Smoke, something the value of which would rival Kushrinaโs, Archadiaโs, and many other nationsโ wealth and power. He talks about how it would let a man drink of the infinite nothingness and spread it all out over the world, superseding the Fog and ushering in a new age of stark beauty and wonder.
And he talks about how it will be his. All his.
Personality:
Gutters is mad. He is loud, he is violent, and he often speaks in gibberish. But listen closely enough and maybe something can be made out from his inane babble. If he hasnโt run a dagger through you by then, that is.
Equipment:
Nothing but the clothes he wears and whateverโs still left on the shipwreck he currently treats as home.
Here's mine, I'm kinda interested in the story so I might as well join:
Name (Full name): Lennard Bronnard Elias Kliemer the Third Age: 31 Gender: Male
Physical Description: Height - 5'11 Eye Color - Green Hair Color - Black A little more specifics - A almost ragged, handsome gentleman who off the bat seems as if he can handle himself quite well and not someone to mess with. Stocky and medium build.
Skills: -Huge Aviation/Technology nerd (but he's also a low-key guy). -War veteran. -He also works time to time as a professional Pianist and part-time composer (Franz Schubert reference). -Lennard also has a keen, observant eye which allows him to see patterns in things more than most people can.
History: Lennard comes from a stable-income family who specifically work in an aviation department for a famous multinational corporation which specializes in both military and aviation technology. Since childhood, Lennard has always had a deep interest in mechanics and technology in general so much that he even took it as far as creating his first Airship steam-assembly engine at the age of eight; It would not be an over-statement to call the boy at the time a 'child prodigy' which caught the attention of aviation companies everywhere as he was taken on several occasions for job interviews for the company. However, his strange and narrow-minded obsessions with technology had made him drawn away from people and soon Lennard found himself out of a job.
During the great draft when he was 19, Lennard was called for duty and took the position as a Aviation Mechanic and a part-time battle air-naval aviator which required him to often fly patrol missions but would never be in any sort of danger due to his important role to his crew/staff members aboard their airship vessel. It was not until one day when the entire airship carrier he was on went off course, only to be shot down by enemy fire pilots/heavy artillery. The grand ship was taken down around 500 feet from the surface and crash landed behind enemy lines. Sadly, Lennard was one of the only crew members to survive as none of his good friends made it out alive as he and several other crew members had to survive and evade enemy patrols who began to hunt them down. Out of the 2000 naval crew members who were aboard that ship, only 155 men survived the crash, and out of the 155 men who survived the crash, only 6 men survived the events that later took place. This event changed Lennard's life forever, as he soon began to become a totally different person, one who completely had his optimism drained due to the consequences of seeing and doing terrible things in hasty moments of war in order to survive. Years after the incident, he was awarded a metal of honor by the high commander of the Royal Naval Air force, a medal (as well as any other badge he had earned during service) which he put on the graves of all his friends who had died during the war. Lennard now lives almost completely withdrawn from his family and works as a freelance who takes jobs from almost anyone including thieves, pirates, or even mob bosses.
Personality: -A quick-witted, intelligent but also pessimistic person due to experiences from war. -As his friends used to say, 'He's a modest and honest type of guy' -Not very good at understanding people, he often can come off as 'too honest' or 'blunt' in his manner.
Equipment: -.44 Magnum revolver -.22 Caliber pistol -.44 Magnum (new model), 'Len Khilen' lever action rifle he sometimes carries on hunts for Cliff-riders -A handy Swiss-army knife -A boot knife
Ships: -A small, light armored flagship called the 'Lenore' (named after his ex-girlfriend) which comes complete with two small emergency air boats. -Airboat used for short distances which is small enough to be used in city streets.
Anyway, that's my character. Hope to hear from you guys soon.
Here's mine, I'm kinda interested in the story so I might as well join:
Name (Full name): Lennard Bronnard Elias Kliemer the Third Age: 31 Gender: Male
Physical Description: Height - 5'11 Eye Color - Green Hair Color - Black A little more specifics - A almost ragged, handsome gentleman who off the bat seems as if he can handle himself quite well and not someone to mess with. Stocky and medium build.
Skills: -Huge Aviation/Technology nerd (but he's also a low-key guy). -War veteran. -He also works time to time as a professional Pianist and part-time composer (Franz Schubert reference). -Lennard also has a keen, observant eye which allows him to see patterns in things more than most people can.
History: Lennard comes from a stable-income family who specifically work in an aviation department for a famous multinational corporation which specializes in both military and aviation technology. Since childhood, Lennard has always had a deep interest in mechanics and technology in general so much that he even took it as far as creating his first Airship steam-assembly engine at the age of eight; It would not be an over-statement to call the boy at the time a 'child prodigy' which caught the attention of aviation companies everywhere as he was taken on several occasions for job interviews for the company. However, his strange and narrow-minded obsessions with technology had made him drawn away from people and soon Lennard found himself out of a job.
During the great draft when he was 19, Lennard was called for duty and took the position as a Aviation Mechanic and a part-time battle air-naval aviator which required him to often fly patrol missions but would never be in any sort of danger due to his important role to his crew/staff members aboard their airship vessel. It was not until one day when the entire airship carrier he was on went off course, only to be shot down by enemy fire pilots/heavy artillery. The grand ship was taken down around 500 feet from the surface and crash landed behind enemy lines. Sadly, Lennard was one of the only crew members to survive as none of his good friends made it out alive as he and several other crew members had to survive and evade enemy patrols who began to hunt them down. Out of the 2000 naval crew members who were aboard that ship, only 155 men survived the crash, and out of the 155 men who survived the crash, only 6 men survived the events that later took place. This event changed Lennard's life forever, as he soon began to become a totally different person, one who completely had his optimism drained due to the consequences of seeing and doing terrible things in hasty moments of war in order to survive. Years after the incident, he was awarded a metal of honor by the high commander of the Royal Naval Air force, a medal (as well as any other badge he had earned during service) which he put on the graves of all his friends who had died during the war. Lennard now lives almost completely withdrawn from his family and works as a freelance who takes jobs from almost anyone including thieves, pirates, or even mob bosses.
Personality: -A quick-witted, intelligent but also pessimistic person due to experiences from war. -As his friends used to say, 'He's a modest and honest type of guy' -Not very good at understanding people, he often can come off as 'too honest' or 'blunt' in his manner.
Equipment: -.44 Magnum revolver -.22 Caliber pistol -.44 Magnum (new model), 'Len Khilen' lever action rifle he sometimes carries on hunts for Cliff-riders -A handy Swiss-army knife -A boot knife
Ships: -A small, light armored flagship called the 'Lenore' (named after his ex-girlfriend) which comes complete with two small emergency air boats. -Airboat used for short distances which is small enough to be used in city streets.
Anyway, that's my character. Hope to hear from you guys soon.
I think he's rather interesting!
Would you like an invested future in the Kushrina Mercantile Company? As a merchant ship, you'll be under the protection of the most highly trained Paramilitary Air Arm of all the Kingdoms, in addition to a sizeable profit margin. ^_~
Would you like an invested future in the Kushrina Mercantile Company? As a merchant ship, you'll be under the protection of the most highly trained Paramilitary Air Arm of all the Kingdoms, in addition to a sizeable profit margin. ^_~
quite a claim your making there how can you be sure its the most highly trained?
quite a claim your making there how can you be sure its the most highly trained?
Hm?
Easy. We pay the price necessary for the most adept, inventive, and progressive Flight Instructors. As well as the most potent, ingenious, and talented Flight Engineers to design the most sleek, fast, and highest firepower output plausible in aircraft.
Sadly, most military arms of normal standardized governmental branches can't afford the prices we pay...so we often inherit pilots from them as well. I do believe we even have hired a few Archadian Valkyries who were former squadron commanders.
Would you like an invested future in the Kushrina Mercantile Company? As a merchant ship, you'll be under the protection of the most highly trained Paramilitary Air Arm of all the Kingdoms, in addition to a sizeable profit margin. ^_~
Hm, it is worth considering but I want to find out what other people have to offer, seeing that Lennard is a freelance who already owns his own airship.