Quaker's House of Horrors

Q

Quakernuts

Guest
Original poster
A place to test the horrible inadequacies that are my coding prowess. Bring on the failures!
 

You see that the sky is beautiful today. Blue, clear, sunny and otherwise perfect in every way. As you look down, feet a few inches from the edge, you can see the complete opposite. A fog, several thousand feet below you covering the remains of what Earth once was. The ground your standing on, an ironic name for it now to be certain, supported by what could almost be called a magical mineral known as Ancilikan. Here you, and thousands of other people have found their place, supported in the sky well above the world where your ancestors once lived. As you turn, you see the city that has sprung up on the floating rock, filled to the brim with excitement and danger, happy people and sad loners, the exact representation of your species. Looking past it, into the distance you can see the other islands suspended in the air, held there by the will of the Ancilikan and providing safe harbor to those who call the sky home.

A gust of wind blows at your clothes as you brace yourself slightly, stepping back from the edge and looking up to witness yet another airship bring itself into dock. You suddenly remember why you were here, as a recruit, as yet another adventurous soul looking to make headway among the clouds and present your name as either someone to be revered, or dreaded. Loved or feared. A captain came to you, in your darkest moment and presented a promise too good to turn down. Even as you look on at the amount of different airships currently latched onto the island and being attended to by the shipwrights, you see the captain of the vessel that will be your home for the foreseeable future smiling at you. He waves you over, but not before you look up at the flag that flies above the mast. Or at least, you would if there was one. Empty and void, held to no nation and responsible to none. You're a renegade now, a pirate to some, a mercenary to others, and an unpredictable party to all.

Here is where you make your mark.

This is your life in the sky.

 
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overflow: scroll;]You see that the sky is beautiful today.  Blue, clear, sunny and otherwise perfect in every way.  As you look down, feet a few inches from the edge, you can see the complete opposite.  A fog, several thousand feet below you covering the remains of what Earth once was.  The ground your standing on, an ironic name for it now to be certain, supported by what could almost be called a magical mineral known as Ancilikan.  Here you, and thousands of other people have found their place, supported in the sky well above the world where your ancestors once lived.  As you turn, you see the city that has sprung up on the floating rock, filled to the brim with excitement and danger, happy people and sad loners, the exact representation of your species.  Looking past it, into the distance you can see the other islands suspended in the air, held there by the will of the Ancilikan and providing safe harbor to those who call the sky home.

A gust of wind blows at your clothes as you brace yourself slightly, stepping back from the edge and looking up to witness yet another airship bring itself into dock.  You suddenly remember why you were here, as a recruit, as yet another adventurous soul looking to make headway among the clouds and present your name as either someone to be revered, or dreaded.  Loved or  feared.  A captain came to you, in your darkest moment and presented a promise too good to turn down.  Even as you look on at the amount of different airships currently latched onto the island and being attended to by the shipwrights, you see the captain of the vessel that will be your home for the foreseeable future smiling at you.  He waves you over, but not before you look up at the flag that flies above the mast.  Or at least, you would if there was one.  Empty and void, held to no nation and responsible to none.  You're a renegade now, a pirate to some, a mercenary to others, and an unpredictable party to all. 

Here is where you make your mark. 

This is your life in the sky.
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You see that the sky is beautiful today. Blue, clear, sunny and otherwise perfect in every way. As you look down, feet a few inches from the edge, you can see the complete opposite. A fog, several thousand feet below you covering the remains of what Earth once was. The ground your standing on, an ironic name for it now to be certain, supported by what could almost be called a magical mineral known as Ancilikan. Here you, and thousands of other people have found their place, supported in the sky well above the world where your ancestors once lived. As you turn, you see the city that has sprung up on the floating rock, filled to the brim with excitement and danger, happy people and sad loners, the exact representation of your species. Looking past it, into the distance you can see the other islands suspended in the air, held there by the will of the Ancilikan and providing safe harbor to those who call the sky home.

A gust of wind blows at your clothes as you brace yourself slightly, stepping back from the edge and looking up to witness yet another airship bring itself into dock. You suddenly remember why you were here, as a recruit, as yet another adventurous soul looking to make headway among the clouds and present your name as either someone to be revered, or dreaded. Loved or feared. A captain came to you, in your darkest moment and presented a promise too good to turn down. Even as you look on at the amount of different airships currently latched onto the island and being attended to by the shipwrights, you see the captain of the vessel that will be your home for the foreseeable future smiling at you. He waves you over, but not before you look up at the flag that flies above the mast. Or at least, you would if there was one. Empty and void, held to no nation and responsible to none. You're a renegade now, a pirate to some, a mercenary to others, and an unpredictable party to all.

Here is where you make your mark.

This is your life in the sky.
 
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𝓛𝓲𝓯𝓮 𝓲𝓷 𝓽𝓱𝓮 𝓢𝓴𝔂


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  • You see that the sky is beautiful today. Blue, clear, sunny and otherwise perfect in every way. As you look down, feet a few inches from the edge, you can see the complete opposite. A fog, several thousand feet below you covering the remains of what Earth once was. The ground your standing on, an ironic name for it now to be certain, supported by what could almost be called a magical mineral known as Ancilikan. Here you, and thousands of other people have found their place, supported in the sky well above the world where your ancestors once lived. As you turn, you see the city that has sprung up on the floating rock, filled to the brim with excitement and danger, happy people and sad loners, the exact representation of your species. Looking past it, into the distance you can see the other islands suspended in the air, held there by the will of the Ancilikan and providing safe harbor to those who call the sky home.

    A gust of wind blows at your clothes as you brace yourself slightly, stepping back from the edge and looking up to witness yet another airship bring itself into dock. You suddenly remember why you were here, as a recruit, as yet another adventurous soul looking to make headway among the clouds and present your name as either someone to be revered, or dreaded. Loved or feared. A captain came to you, in your darkest moment and presented a promise too good to turn down. Even as you look on at the amount of different airships currently latched onto the island and being attended to by the shipwrights, you see the captain of the vessel that will be your home for the foreseeable future smiling at you. He waves you over, but not before you look up at the flag that flies above the mast. Or at least, you would if there was one. Empty and void, held to no nation and responsible to none. You're a renegade now, a pirate to some, a mercenary to others, and an unpredictable party to all.

    Here is where you make your mark.

    This is your life in the sky.

  • Hey everybody!

    So to sum things up, this is a bit of an airship/western/steampunk/clockwork RP in which the characters would be taking up the role of Renegades/Freelancer on a non-affiliated airship (Meaning they hold no responsibility to any one nation). This RP would be a bit freeform, with missions dotting the plot landscape but more as a side tangent to the overall arching narrative. My hope is to put together a crew of about 4-6 individuals and see how well we can make it as people living out a dream of adventure and danger out in the great blue sky. There will be roles and such for people to fill out on the ship, so should I get that number of people interested, it will be on a 'first come, first serve' basis on the role (Within reason, if you take forever making a sheet, you forfeit the role).

    In terms of the mechanics for the RP, writing wise, I would consider this a bit more of an advanced RP. Basing this off of my own personal writing length, I tend to go for the longer length and more detailed posts, and I would appreciate if that effort was reflected by the people who joined. There will be a heavier emphasis on collaboration, along with opportunities to forge stories among yourself and shift the narrative in favor of character driven adventures. All I ask for is commitment.

    There's more information to be dealt out, such as living ships, psychic projections and international conflict, but that can all be saved for the OOC should this get enough interest to get off the ground (Seeing as I wrote a history coming up to the present time of the RP, but it's 5 pages long and I just needed a few paragraphs to see who would like to do this). So, in short…

    Who would like to be airship/western/steampunk/clockwork pirates/renegades/mercenaries/adventurers?

 
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"Character Quote"


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Character Name


Introduction


[General Information]
Name:
Nickname(s):
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Age:
Origin:
Role:


Appearance

[General Information]
Hair:
Eyes:
Height:
Weight:
Body Markings:


[Description]

Personality



[General Information]

[Fears]

[Quirks]

[Likes]

[Dislikes]

Abilities


[Skills]

[Weaknesses]


Equipment



[Clothing]

[Items]

[Weapons]


(Character's Name) Story


[Relations]

[Family]

[History]
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"This is about so much more than just money… It's also about glory."


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Michael Canderbar



Introduction


[General Information]

Name: Michael Canderbar

Nickname(s): Mike

Gender: Male

Age: 27

Origin: Airship; Mustaff

Role: Captain

Appearance

[General Information]

Hair: Short and Brown

Eyes: Brown

Height: 6'0

Weight: 210 lbs

Body Markings: Mike has several tattoos dotting his body. On his leg he has a shattered chain wrapping around his calf. On his right bicep he has a cartoon heart and on his left breast he has bullet casings.

[Description]

At first glance, Michael Canderbar isn't that impressive of a figure. While he does have height, his build is rather skinny and not boasting a bevy of muscles that one would typically associate to a captain of a freelancer vessel. His messy hair, his rather youthful appearance and an almost lazy way of walking and handling himself, Mike doesn't make the best of first impressions. Stick around though, and you'll start to notice a few things. His hands are calloused and rough from years of handling the lines of airships. Scars large and small dot his skin from battles won and lost, and his eyes portray a wisdom often only seen in seasoned admirals of the imperial navy. Match this with an easy smile and a laid back posture, Mike is in the best position to catch people off guard when he finally decides to take things seriously.

Personality


[General Information]

Michael is a bit of an oddity in the captaining world. His age would disqualify him from a leadership position of such a magnitude as captain in any other form aside from freelancer. Yet with a charm and optimism that borders on insanity, Mike pushes forward through the worst of the worst to come out the other side with a laugh and scream of excitement. At his core, Mike could be called an adrenaline junkie, loving nothing more than pushing himself and his crew to their limits. He searches for the next adventure with a fervor, and abhors maintaining the mundane. He loves people who happen to be on the same wavelength as him, and can sometimes be seen as a naive young man who is performing some sort of wish fulfillment.

That would be a serious misstep in your appraisal of him though, as he has gotten this far through his own wit and skill, admittedly taught to him by those that came before. He's a captain, and he knows his duties as well as anyone could be expected to. He has quite the ability to lead, and lead by example. When it comes to the fight, he's the first one in and the last one out. When it comes to flying his ship, with the help of the Ancilikan Cou, he manages to pull off some daring maneuvers that others would call insane. He understands the seriousness of these situations, for if he couldn't he couldn't call himself a captain. So he keeps his eyes peeled and his ear to the deck as he listens to the crew talk. He loves people and loves his crew even more, always ready with an ear or a smile should they need it. After all, they are a part of his ship and he should treat them with the same respect he has for it.

At the end of the day, Mike is someone who views his position as Captain as more than a job. To him, it's a lifestyle, one that is constantly changing day to day. He understands the dreams and hopes of those around him, and he works to help them achieve it. A happy crew is an alive crew, and he hopes to keep his around for quite some time.


[Fears]

  • Dark Caverns: Mike has lived almost his entire life aboard airships, and thus abhors the idea of being surrounded on all sides by dirt and rock. Not being able to see what's in front of him 10 feet away is not something he enjoys and is probably one of the few things Mike will go out of his way to avoid if possible.
  • Mutiny: While this is a fear of all captains everywhere, for Mike it's a bit more realized. Having witnessed one himself, and wanting his crew to view him and each other as family, a mutiny would be the ultimate failure.

[Quirks]

  • Monkey: Mike is a climber by nature, and if you can't find him on the deck somewhere, check the crows nest or some of the rigging, chances are he'll be literally hanging around on the side of the ship or at the top of a mast.
  • For the Rush: Mike will sometimes do things that defy logic or explanation in favor of simply trying it. He loves to do crazy things, especially if they get his blood pumping. He wants to try new things and see what the world has to offer, and as such will go out of his way to do these so long as it doesn't endanger the crew or his ship.

[Likes]

  • Food, in all its shapes and forms but especially stuff he hasn't tried before
  • Flying. This should be self explanatory
  • New experiences, ranging from the small to the grandiose.
  • Hanging around with his crew
  • A job well done
  • Watching the clouds go by

[Dislikes]

  • Spiteful people
  • Dirty weapons
  • Boring jobs, such as simple delivery missions (Despite sometimes seeing their necessity)
  • Anyone who gives up
Abilities


[Skills]

  • Improvisational Flying: Despite not being a Seeker himself, Mike has a level of connection with his ship that many other captains would be jealous of. With but a word and a quick command, Mike has coined many dangerous and often times potentially suicidal maneuvers that would leave other captains gasping and face palming. Yet...if they work, are they truly bad?
  • Hand to hand combat: Mike has been with airships most of his life, and has been trained by a multitude of people, ranging from pirates to navy personnel and has picked up so many different techniques as to create his own improvisational methods that rely more on the environment around him than his own innate skill. That being said, his ability with a rapier is no joke, and should one underestimate him they will find themselves on the receiving end of a good ol' gutting.
  • Leadership: Michael seems to have that effortless leadership ability, one that wasn't trained in some academy or comes with a ton of experience. Seemingly unflappable, he remains calm under pressure and in control of a situation even if it seems hopeless. At the worst of times, he buckles down and starts barking orders like an actual naval captain. Regardless, he always appears to be level headed and seems to know what to do...even if he doesn't.

[Weaknesses]

  • Inexperience: Despite his previous strength, Mike still lacks a core fundamental of a captain; experience. Relatively new to his role, despite knowing his particular ship for years, he hasn't had the opportunity to truly flex his leadership muscles in a capacity that would leave him with some truly worthwhile life lessons yet. As such, he can sometimes misread a situation or get cocky when it's not warranted.
  • Non-Gifted: For many navies around the known world, being a seeker is practically mandatory. A captain must know what is happening with his ship at all times, and be able to converse with the Ancilikan Core that keeps their ship in the air. Mike was born without this capability, and despite having an innate sense about his ship, has never actually conversed or seen his ship's personality. Something that rubs him the wrong way to this day.
  • Lack of Formal Training: Not so much a weakness as a simple note to make. Everything that Mike has learned about flying, fighting and leadership has come from random people he's met through the years and his own conclusions during the heat of a moment. While he learns fast and is always up for a challenge, it should be noted that he flies and fights in a way completely different to those trained in the different academies.

Equipment



[Clothing]

Mike is a casual kind of person, and his clothing often times reflects that albeit with a bit of some warmer overlay in order to fend off the winds that can come with living in the sky. As such, you'll usually seem him in some sort of slacks of varying colors along with a long sleeve shirt that has the sleeves rolled up. Over top he'll have some kind of blazer-type jacket, more often than not unzipped and floating in the wind in order to portray his own image of what a captain should be wearing.

He wears pretty thick boots as well, believing his feet should be protected for whatever reason that may be. He refuses to wear hats no matter the occasion, and keeps his accessories to a minimum. At best, he'll wear some kind of chain link necklace, and possible a leather wristband, but otherwise nothing else. Underneath his jacket, but overtop of his shirt is his dual holster, along with his sheathe for his rapier.


[Items]

  • Small golden cross
  • Pouch of bullets
  • Some 'Lucky' coins
  • Eyeglass

[Weapons]

  • Twin Colt Revolvers: Your standard .44 caliber revolver that can be seen pretty much everywhere, at least west of China anyways. Michael hasn't done much to make these weapons 'unique', considering he never truly relishes the idea of having to use them.
  • Rapier: A standard issue Rapier that is often used by both pirates and official navy personnel. While Mike's is well maintained, it shows signs of extensive use.
  • Gunpowder Grenades: Simple sacks filled with gunpowder and a fuse, the earliest type of handheld grenade if you don't count TnT. These are smaller, carry less of a punch but are quicker to light and easier to throw.

Michael's Story


[Relations]
TBD


[Family]

  • Bethany 'Beth' Canderbar (Mother, Deceased): Bethany was probably where Michael got his wanderlust and need for adventure from. She instilled in him a drive to see the world and experience everything it had to offer from a young age. She was killed in a failed mutiny aboard their own ship when a rival crew managed to bribe enough members of their ship to betray the captain.
  • Patrick Canderbar (Father, Retired): Captain of his own vessel at a young age, Patrick used to be a proud member of the Freelancer Guild back in his hayday. He, along with his wife and son, flew all around the open air, doing jobs and generally loving life. In the failed mutiny brought about by a rival crew, Patrick was heavily wounded. He, along with a few loyal friends and his son, managed to limp the ship all the way back to the nearest port. There, he dealt with the fact that his wife was dead and with his wounds, he would never properly fly or lead a ship again.
  • Cou De Saint (Ship, Alive): Despite never having talked to Cou personally, or at least in a way that opened a response from her, Michael counts her among his family as he's known her almost as long as he's been alive.

[History]

Michael is a sky baby. What this means is that he was born aboard a ship instead of an island. This isn't exactly rare or uncommon, considering just how many ships there are nowadays, but Mike likes to tote that fact around like a trophy. Born to Patrick and Bethany Canderbar, two Freelancers who managed to find each other in the big open blue, Mike was set up from the beginning to love the sky and everything that came with it. They lived as crew for a separate ship when Mike was still growing up, but his parents always had dreams of owning their own ship, and leading their own destiny to whatever piece of faraway land they wanted. As such, Mike was never particularly spoiled, although he would claim otherwise. He wasn't showered in gifts, have the best schooling or sleep in giant beds so soft you melted into the mattress. His parents scraped and saved every penny they possibly could, leaving themselves only a pittance to get by.

They had been saving for far longer than they had even been planning for a child, and by the time Mike was 5, his parents had achieved their goal. Returning to port within the borders of the great Britannia Empire, they purchased themselves a frigate and ordered an Ancilikan Core from the island that makes up Nottingham. Michael's mother was a Seeker herself, which is how they had landed themselves with a secure job to get this far in the first place, and when she first met the core that would later become Cou de Saint, she cried. It was like having another child is what she told Mike, who couldn't help but be a little bitter at the whole thing and wonder how she could tell where it was and such. Mike had been born without the Seeker ability that his mother had, and a part of him always hated that fact. As the core was installed on the Cou de Saint, his parents went about setting themselves up for success. They hired crew, they purchased cannons and ammo, food and provisions, and through their reputation, had several high paying jobs lined up out of the gate thanks to a generous recommendation from the captain they had worked with prior.

For awhile, their life was golden. For over 2 decades in fact, as Cou and Mike grew in tandem. The ship got larger, allowing for more crew and accessories and Mike got taller and leaner, allowing him to help with the ship's maintenance and day to day activities. The Cou de Saint's reputation grew as a ship with a friendly crew and able to take on any contract...which of course drew the wrong kind of attention as well. They had made enemies over their years, Mike and his parents knew this well and did their best to minimize it. However, in order to completely negate it, they would have to give up their success. This, they were not willing to do, and unfortunately their enemies were more cunning than they believed.

When Mike was 25, he bore witness to the worst day of his life. Bribed from a yet unknown rival crew, over half of the people on the Cou de Saint took up arms and attempted to seize the ship. Caught by surprise, many of the people still loyal to Patrick and Beth were killed early on. To this day, Mike doesn't know how they managed to hold the ship, but it didn't matter. When the dust had settled and the blood pooled on the deck, his mother lay dead and his father cut up from head to toe. A couple of people still loyal were also alive but in similar states. Mike was the only one to come out of it relatively unscathed, with only a few cuts and bruises to signify he had fought at all. After securing his father's and loyalist's wounds, he took the helm and managed to get them to the closest inhabited island. There, he managed to get them to a hospital, and only then did it start to sink in.

His mother was dead, people he had called friends had killed her and his other friends, and he was sitting on the deck of Cou de Saint wondering where it had all gone wrong. They only found out later that the mutineers had been bribed by a lone survivor, who died before he could name any names. The Loyalists, along with his father, were injured badly enough to completely negate any further career in captaining an airship. This, along with the news of Beth, seemed to break his father who went comatose. Mike stayed to care for his father for over a year, with the help of those he would still call friend popping in to assist him every so often. Yet this was killing Mike slowly on the inside, feeling like his life was ebbing away the same way his father's was, yet with the knowledge that he could do something about it. The guilt that set in about leaving his father in such a state though, he couldn't bear it. It wasn't until one of the loyalists that still stuck around talked him into doing it did he actually set his mind to it. His father, who was basically brain dead by shock and refused to acknowledge the world around him, would have wanted him to go and live his life.

With a bit of a heavy heart and a goodbye, Mike took ownership of the Cou de Saint. With a little help from a travelling navigator, he made it to the hometown of the Freelancer Guild; Bolio, where he set about finding himself a proper crew to truly do some adventures and get some jobs going.
 
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"A good ship is hard to come by, and Cou is as great as they come."

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Cou de Saint


Personality


Cou is young by Ancilikan standards, sitting at roughly 22 years old, she's practically a baby. To say she sometimes acts like it would be an understatement, as she has a rebellious side that props up whenever she feels underappreciated or otherwise neglected. She's not above making herself known to whatever Seeker happens to be on board and pestering them until they go tell the other crew to do something about it. In this sense, she can be seen as a brat, a child throwing a bit of a tantrum, but more often than not her tantrums are well earned. When she's not lounging around the ship...or her body, or however you want to look at it, her projected form is floating throughout the ship and watching the others work. She finds a unique fascination in the humans that use her ship as a means of transport and livelihood. She cares for them of course, as to her, they are her family.

Naturally, she's known Michael Canderbar the longest out of the entire crew, but unfortunately he himself isn't a seeker, so he's never seen her projected form. Despite this, whenever she's feeling somewhat self conscious or otherwise vulnerable, she can be seen (by those who can see her) floating near Mike as he goes about his day. He takes care of her, and in return she takes care of him. This can be seen when it comes to any situation require a strength of will or the bravery to push past. A ship is only as good as the core that maintains her, and Cou has proven time and again that she isn't afraid to get down and dirty when the timing requires it. She'll push herself well past her limits if it means winning, and in this sense you could say she takes things a bit too far from time to time. Without a mechanic or another Seeker telling her to calm down, Cou can and will push herself to the point of collapse. While in a human, it's dangerous to the individual, here it's dangerous to the crew. An Ancilikan who 'collapses' means they can no longer keep the ship airborne and they start plummeting. She's done this once while Canderbar has been on her, and he tried to reprimand her. Granted, it was hard to take him seriously when he was scolding into the wind while Cou hovered behind him.

All in all though, she's a very reliable Ancilikan who is most likely destined to be a warship someday. She thinks she would like that...maybe.
 
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[tab=Introduction][TABS]

The world has changed in a way that no one believed possible.

The ground reached up to touch the heavens but only managed to kiss the sky.

In the year 1754 on our God Given Earth, a few young boys pioneering in Europe, looking for their riches and attempting to gain a step up on life, set out with the intention of finding gold. Panning through rivers, striking deep into the dirt and sifting through mounds of rocks. While they didn't find Gold, silver, nickel, aluminum or any other metal known to us at the time, they did happen upon something completely different. One day, while sifting through one of the many rivers dotting the land, a boy by the name of Matteo Ancil caught a fleck of some kind of gem in his pan. At first, he thought it a trick of the mind, but after polishing it slightly, found it to be mesmerizing. It was beautiful, glistening like the morning sun after a fresh rain, a vibrant hue of violet and green, and yet somehow soft to the touch. Upon realizing their find, Matteo, along with his brothers and friends, searched down the river to find where such a gem might have come from.

It took them a few days of travel, their passion for the potential find waning as they found their food stores starting to diminish and doubt clouded their minds. Luck was on their side though, as they found a small hole leading deeper into the crust of the Earth, with the tiniest of crystal fragments being slowly eroded by the river. Digging further in, they revealed a chunk of the crystal about half the size of their fist. They set up camp, half of them started digging and the other half went back to town to find an appraiser to see how valuable the crystal was. Upon reaching someone of that particular talent a few days later, they quickly realized that the crystal was incredibly clear, malleable, beautiful and above all else...completely unknown. The crystal, later known as Ancilika, became the talk of anyone who heard about it. Matteo and his friends staked a claim to the vein they had managed to find, and over the next few years, they were still the only ones who had managed to find a supply of the crystal.

By that point, with the demand for the crystal growing and the price having skyrocketed as a prized possession, Matteo and his group became rich beyond their wildest dreams. The hole where they mined the crystal became a town in and of itself, with miners, aristocrats and thieves from all walks of life coming to get their share of the deal one way or the other. The boys who found the crystal lived the easy life, able to pay people to mine for them while they sipped on the finest wine and dined with the cream of high society. Despite all that, there was something that no one seemed to notice until it was far too late to do anything about it.

Over the years, the mine had gotten deeper and deeper, the veins of the crystal becoming thicker and more pronounced as they went. The year was 1757 when the troubles started to arise. The deeper veins of the Ancilika had taken on a new property, colors seeming to fade in and out of the crystal. It was soon discovered that these were not just colors, but the crystal was giving off light. With light, came power and fuel, meaning that an already valuable crystal became even more so as immediately anyone who knew started thinking of ways to power machinery and new technology utilizing the crystal. It was also during this time that the miners of the Ancilika started reporting hearing voices, hallucinations, headaches, nausea and other symptoms that not a single person could attribute to any known cause aside from the potential exposure to Ancilika.

Study into the crystal didn't seem to come up with a potential cause, nor could a classification be given to the energy that the crystal was very evidently exhibiting. The only thing that could be determined for certain was that it took a vast amount of the crystal, and therefore the energy given off, to start producing these side effects in the miners. Precautions were made, and work continued.

By the year 1761, Ancilika was a well known rare commodity. While efforts had been made to harness the energy given off by the deeper veins, nothing as of yet was yielding any decent results. It was during this year that the miners stumbled upon another discovery. During a routine expansion of the mining tunnel, a couple of the miners ploughed through the earth and tumbled into a chasm. Once they recovered, they found themselves in the presence of a pulsing orb of what could possibly have been the richest deposit of Ancilika yet. Easily three stories high, and as large around as a building, the miners were beside themselves with the find and it was quickly reported. Excavations were temporarily halted as the head of the expedition, including Matteo Ancil decided what to do. While it was very obviously a crystal, research had yet to figure out how the crystal was giving off energy. There was the fear that by striking what could be considered a core or heart of the crystal would let the energy 'escape' and it would lose its value.

This was debated for months as other veins were harvested instead, but eventually they came to the decision to try to remove just the tiniest chunk from it. Plans were made and put into motion. Matteo, along with the founding members of the mine were present. The only reason any record of the following even exist is because of a single member sent back for lamps, and the timing of his return.

According to the survivor, one Viggo Phillips who was crippled by the event, leaving him wheelchair bound for the remainder of his life, it was a terror. One man took a small knife to the 'core' for lack of a better term, and attempted to scrape off a portion. To their surprise, the crystal immediately hardened upon the man reaching out with the knife. This reaction from the crystalline substance was completely new, as it took multiple hours of smithing to harden the crystal otherwise into a hardened state. In this hardened state, the crystal was as tough as steel, and further attempts to remove a scraping proved ineffective. At the behest of the 'eggheads' as Viggo called them, moved forward with the plan to hit the crystal with a pickaxe instead. It was at this point that the lanterns were started to run low with fuel, so Viggo moved backwards towards the entrance to refill them.

Upon the chosen miner striking the core, Viggo states that there was a scream that reverberated throughout his entire body. Covering his ears didn't seem to lessen the sound at all, as if it was coming from inside his own head. As he looked over, within moments, a 'pulse' of sorts went out and everyone from the expedition dropped. Viggo stumbled backwards a few steps and fell, the pulse ending at his waist before retreating. Upon waiting to see if it was over, Viggo realized that he couldn't move his legs. The pulse had rendered him paralyzed from the waist down. It took a few hours for other miners and members of the company to reach the core and find out what had happened, only to find Viggo trying desperately to climb out of the mine without the use of his legs. The other members of the Core Expedition were declared dead upon their discovery, with the cause of death surprisingly being asphyxiation. The pulse, it seemed, had simply paralyzed them completely, leaving them unable to breath on their own. This was only the beginning though, as things were about to get a lot worse.

Over the next few days, the company and town that had sprung up around the mine suffered earthquake over earthquake, resulting in fissures opening up all over town and forcing people to abandon the town. The earthquakes spread though, and within months, they had reached nearly every known civilization. While it wasn't widely known at the time, it was said that even the lands across the oceans started feeling these earthquakes, with the ground opening up into these seemingly bottomless pits.

The world broke April 16th, 1762.

Records of the event claim it was the end of the world, that the impossible had become a reality and nothing was like it was meant to be. The ground cracked and split with alarming speed, swallowing entire towns and cities, while others were raised into the air like a hot air balloon. The Earth split, and millions of people died as the ground was abandoned and it felt like the end. As the ground rose into the heavens, an unnatural fog seemed to separate the pieces floating into the sky and those still left below. A fog that persists to this day.

When it was all said and done, entire land masses had flown into the sky, where they now currently perch. The world had fundamentally changed, and with access to the natural resources that once resided in the ground now entirely limited by the size of the landmass drifting in the sky, it seemed like any hope of humanity surviving seemed hopeless. We were destined to die out.

That is until certain people started seeing what they equated to 'ghosts'. Seemingly faceless individuals who were more wisp than corporeal that not everyone could see. At first, it was chalked up as mass hysteria and paranoia, insanity and any other plethora of mental disorders, after all they were doomed at this point. However, these people who could see the ghosts lead the others to reserves of water, metal and other desperately needed resources that had somehow survived the trip upwards with them. With the help of these 'Seekers', certain islands managed to survive and live long enough to become self sufficient. After a few souls became brave enough to venture a trip down along the edge of the island, they found that their land mass was supported by an Ancilika core, with veins spreading throughout the entire mound of dirt. When one of the Seekers managed to get that close, it was determined that the 'Ghost' they had been seeing was a mental projection of the Ancilika itself.

What they had believed to be a crystal, was in fact an organism. A sentient, living and angry organism.

And there was more than one.

These Ancilika were creatures beyond our comprehension...at least at the time. As the days after turned to weeks, to months, to eventually years, it became known by those that had survived that, for whatever reason, these Ancilika wanted humans to survive. Not only that, but they seemed to be connected to each other, which is the only way to explain how nearly every seeker on every island managed to come up with the plans to initiate travel in the air.

Airships became widespread in 1789 at almost the exact same time globally. Every design was somewhat different of course, but the fundamentals were unchanged island to island. Utilizing the unique properties of the Ancilika, and built akin to seafaring vessels, Airships utilized the crystal turned organism to fly. Not only that, but seeing as the classification of Ancilika changed, it required the Ancilika of the island to consent to being mined. In fact, it was very quickly discovered that the creation of an airship was the birthing of another Ancilika organism. Seekers on the ship saw different ghosts on different ships, and without fail. As such, Airships were also 'Living Vehicles'.

People, cultures and civilizations were reunited, and by the year 1819, major hubs had been recognized and maps were being made. These maps fluctuated however, as they realized that the tinier islands that dotted the sky seemed to drift with the wind, Seekers explaining that these islands were host to very young Ancilika, immature and otherwise incapable of controlling themselves in the sky to remain stationary. Children, in other words. As with people, the Ancilika seemed to have different personalities, and changed from island to island, ship to ship.

With the change of geography came a change of technology, methodology, religion, progress, society, etc. Humanity entered a new era and became fundamentally different than anything they could have possibly predicted. New nations arose from the largest islands, new things were invented and different resources were used for otherwise common items and machinery. Ancilika became a renewable and respected resource, although from island to island it was treated differently to that mindset. Some islands allowed anyone to mine from it so long as a Seeker was around to give the go ahead, others hoarded it, and then there were those who simply didn't care. The Ancilika also produced brand new resources on their islands, creating substitutes for certain metals, plants, vegetations, and even in the rare case, animals. Powerful psychic beings with the ability to create on their chosen habitation, religions arose quickly around these would be 'Gods'.

The year was 1832 when the first recorded 'Island Fall' was recorded. A navy skirmish with an erupting pirate faction resulted in the pirate airship going haywire and crashing into an island core. A psychic scream and pulse was sent out, luckily the navy ship was far enough away to avoid the effects. The ship watched in silence as the core seemed to pulse with light for a moment before dimming entirely, the core cracking apart and shattering, and with it, the island fell.

That was the moment that the cores were immediately sheltered, protected and guarded. They became the single most defended objects in the history of man, and a massive target for those wanting to perform genocide. What conflicts did arise from differing islands were fought with the concern that they shouldn't be harming the cores. To do so deliberately would result in catastrophe for both nations, as Ancilika seemed to be linked to each other. A Seeker once put it as 'They are aware of each other and their pain, to hurt one is to hurt them all.'.

Humanity would continue to exist into the 20th century.

The current year is 1902, and Humanity has recovered well enough to consider itself 'civilized' once more. Even in our current state, humans are humans, disagreements are had and wars are waged. Pirates plague the skies and the common folk are separated from the rich. With everything more or less stabilized, humanity continues to exist and move forward. The world seems brand new again, if somewhat less stable in footing. You live in a world born among the clouds.

I would say the sky's the limit, but that has very different meaning now. [/tab]
[tab=Nations]
British-Flag.gif

Britannia

[Description]
Britannia is one of the nations that managed to come through the sky rise relatively intact, with enough of their land mass being brought up into the air to form natural borders. They were naturally suited to life in the sky, and were among the first of the nations to start producing airships and understanding the Ancilikan that keep them aloft. Prosperous but somewhat oppressed, the nation boasts as one of the safest nations to reside, but that is due to an overly oppressive policing and military force that suppresses dissent with an iron fist. So long as one obeys the laws and rules set by the monarchy, they have no need to fear any hand of justice or judgement coming down on them. A superpower by any definition, the Empire of Britannia boasts massive military and economic might, forever marking its place in history and the sky.


[Airship Design/Military Power]
Britannia Empire ships are among the most powerful in the world, despite their numbers being relatively low compared to the other nations of the world. Each ship in the Empire is built with care, utilizing the best possible materials for their creation. As such, each ship is more than capable of handling itself in a scrap, tied together with official academies for naval knowledge built on all major Britannia cities and islands to allow for the education needed to man the ship, and you have yourself a navy worth taking seriously.
* Hardened Hulls
*Top of the line cannons
*Experienced and trained crews


[Government]
Monarchy.


[Leader(s)]
King George IV


[Capital City]
London


[Main Language]
English




1280px-Flag-of-Russian-Empire-for-private-use-1914-1917-3-svg.png

Russia

[Description]
Russia split pretty massively when the world shattered and rose into the sky, leaving several provinces within the mighty Russian Empire stranded and without much oversight or support. However, the nationalism that was prevalent in the empire before the cataclysm stayed prevalent as the years wore on, with many Russians still claiming to owe their allegiance to the throne and the royal family. They worked tirelessly to see their brethren one more, and through hard work and dedication, the Russian people reunited and forged a superpower on level playing field with the other nations that be. In fact, many people believe that Catherine the Great was the only reason that Russia managed to stay strong for so long, and while she may no longer be around, she is revered as a legendary figure in Russian history, complete with statues and stories that remain unsullied to this day. Not to mention the Russian people have come together to form a man made wonder. Through their dedication, they have managed to craft the Spiderweb Network. An intricately and masterfully designed series of catwalks that connects almost the entirety of the Russian Empire together, with the exception of a few of the smaller islands. While they are less authoritarian than their neighbors of Britannia, they manage to instill a patriotic sense of duty through the clever use of propaganda and selective news.


[Airship Design/Military Power]
Due to their initial separation and desire to reconnect, when airship designs became widespread, the Russian people hurried to output basically anything that could fly. In doing so, they can quickly and efficiently pump out lower quality airships at an astonishing rate and have more than enough numbers and zeal to crew them effectively in swarm like tactics. The only exception to this is the 1st Plet Fleet, otherwise known as the 1st Scourge fleet. A battle hardened and effective military unit feared by anyone with common sense.


[Government]
Monarchy


[Leader(s)]
Queen Sopova Larionovna


[Capital City]
Moscow


[Main Language]
Russian


China-Flag.png

China

[Description]
China is a nation that no one outside of the Asian population seems to fully understand or even partially know about. An isolationist state, China is still undoubtedly a superpower on the global scale through sheer military might alone. China had a very rough road to getting to where it currently sits however, with it nearly becoming a tragic tale as factions within factions ripped at the country from the inside out. It was only with the current Dictator, Mo Jun, that China pushed itself out of their dark days and into the theater of the world. Unlike the other nations, China's territories are far too spread out to allow for a singular unified navy, and so each province has had to produce a fleet for themselves using the government's funds and resources. This, along with a closed borders policy, has lead to China being one of the most aggressive nations on the planet. In fact, they've been at war with Russia for the past 20 years, although 'war' is a very loose term. Neither side seems willing to fully commit to an all out attack, resulting in several border skirmishes that both sides seem to shrug their shoulders and say that it never really happened. China seems to want the world, and attacks anyone that happens to come close to their borders. The only exception to this rule is the NEC, which they respect the neutrality of with a begrudging acceptance. Their people seem to be almost indoctrinated, as every military member would rather die than risk capture, and this can be seen in the nearly suicidal tendencies of their ships.


[Airship Design/Military Power]
China airships, while powerful, are very clearly meant for a specific type of combat. Outfitted with spikes, a large ramming head, and grappling cannons, their goal is to seize ships and overpower the crew in order to capture the ship and turn it to their naval might. As such, Chinese ships can be seen to be a mix match of other nation ships, outfitted with Chinese weaponry and heraldry. Plenty of these ships are also outfitted with extra Ancilikan 'Juicers', allowing them to boost forward at a speed that other ships can't and won't match, as these 'Juicers' are extremely dangerous to the cores of the ships.


[Government]
Dictatorship


[Leader(s)]
Mo Jun


[Capital City]
Beijing


[Main Language]
Mandarin (Secondary: Japanese)


European-Union-Flag.png

New European Conglomerate

[Description]
Made up of a mixture of different European countries, the NEC was created out of a necessity in order to survive rather than anything so profound as human cooperation. To date, the NEC comprises mainly of Germany, Poland, Italy, France, Sweden, Norway and Spain. There are other smaller countries mixed into this combination of nations, but those are the countries that have the biggest say in how things are run. During the sky rise, every one of these nations found themselves in a bit of a precarious situation as, alone, they didn't have the power to contend with some of the bigger players that floated the skies. Out of desperation, these nations reached out to each other in order to form some sort of alliance, which later turned into the New European Conglomerate. Still, even with all these countries connected to each other through a newly formed conglomerate, none of them liked the idea of going up against a nation like Russia or Britannia, and instead opened their borders under a Neutrality Act. Being a central hub between the major powers that be, they were in a prime position to use their position to their benefit. They became a massive marketplace, used by all the nations as both somewhere to hock their goods, talk through disagreements and meet without threat of assassination or capture. The NEC loaned out their policing and military network to freelancers and mercenaries, which ultimately has resulted in a fairly wide spread secret of a black market being prevalent in the NEC. The Council either doesn't know about it, which is hard to believe, or actively allows its operation since it still brings in massive amounts of trade. The citizens of the NEC are actually some of the happiest, despite a rather high level of crime and corruption. They've adapted to their life and they know how to work the system. They're actual defense is two fold. First, the NEC on average rests only 1500 feet above the fog level, making attack from underneath extremely risk. Second, they have what is known as the NEC Port Defense. Massive cannons situated on all the major islands that have more than enough power each to take out several airships.


[Airship Design/Military Power]
Much like the Russians, the NEC airships are a mix-match series of ships that utilize parts from nearly every nation. Where they differ are the crews, as many of the NEC ships are manned by mercenaries and freelancers that work on protecting the islands from any outside threat. They are more akin to fast response units, and rely more on their Neutrality Act to get by. In other words, these ships are more police than military, and are typically used only to hunt down criminals who have finally pissed off the council enough to act. Their real military might comes from their positioning above the fog and their Port Defense cannons.


[Government]
Council of Country Representatives


[Leader(s)]
German: Arno Huwyler
Italian: Leonio Bellafiore
Polish: Marlena Cieply
Spanish: Dylan Pomar
Norwegian: Sofie Conradi
Swedish: Hedda Berggren
French: Gilles Allemand


[Capital City]
Aeirdale


[Main Language]
German (Although nearly everyone in the NEC speaks English and several other languages)


Middle-East-Flag.png

Federated States under Allah

[Description]
The result of religion finally having enough sway to form their own entire nation in the modern age. The FSA is the result of the Middle East being raised into the sky, and rather than coming together under one nation, they came together under one god. While many different people have varying degrees of opinions regarding this, the FSA actually enjoyed a relatively peaceful reign as they managed to get their feet underneath them. What started as original Muslim teachings straight from the Qurran, with a few notable changes. As the world was raised with them, they've now had to change their viewpoint to consider the fact that maybe the chosen ones aren't just among them, but the others as well. This is what lead to the more peaceful period of the FSA, content with the live and let live philosophy as they figured out a way to rework the teachings of their religion in order to fit with the new world state. For example, women have more rights now, considering they were brought up in the same way men were, but they still aren't allowed in positions of authority, nor are they allowed in the military. They definitely have it better than before, but men still hold the majority of power within the FSA. They don't see others as people to be converted anymore, rather they simply wish to speak the word of their God to whoever wants to listen. The only exception to this are people who claim to be atheists, which the FSA views as demons hiding among the good people of the world, and piggybacked their way up to the heavens. While the FSA has the potential to be dangerous, so far they've been content to sit in their corner of the world and figure out what all of this now means. Citizens within its borders are pretty happy, and while tourists and visitors aren't required to practice Muslim teachings in order to be inside the borders, if they wish to be a citizen they must dedicate themselves to the Qurran.


[Airship Design/Military Power]
Akin to the Britannia airships, the FSA ships are few in number but incredibly strong. As Ancilikan are viewed as messengers and agents of God, each ship is given reverence and treated with respect. In fact, scriptures and religious writings are etched into each and every ship, making them look more akin to works of art rather than transportation or weapons of war. Everything, from the masts to the bow to even the cannons seem to be handmade and otherwise made to look intricate and amazing. In fact, the FSA boasts the single most dangerous ship in the entire sky, the Biasimah, roughly translating to 'In His Name'. A massive grand ship more than worth a fleet in and of itself.


[Government]
Theocracy


[Leader(s)]
His Grace, Majiid El-Moussa


[Capital City]
Jubasan


[Main Language]
Arabic

[/tab]


[tab=Factions]
Freelancer Guild

[Nicknames]
Freelancers


[Description]
Freelancers are what people typically call mercenaries, if mercenaries were banded together under a common contract or goal. The Freelancers started as a group of mercenaries who had a loose deal with each to just not kill each other if given the opportunity, before it turned into an actual organization that worked on providing other mercenaries and other free captains loose jobs that fell outside of national responsibility. These jobs are typically given by the smaller islands either gone unnoticed by the larger powers that be or are completely unaffiliated with a large nation. Freelancers have become so widespread that's its more common to associate any free ship as a freelancer, and 90% of the time you would be right. Freelancer ships typically don't fly any colors, but are widely believed to generally be 'good' people who do the odd jobs that no one else wants to do. That isn't to say that Freelancers don't do dirty work, quite the opposite actually as they will often be called upon to deal with threats that the crown or governments simply want to wash their hands of. Typically speaking, yes, Freelancers do tend to keep their work above board but aren't above taking care of their own messes. Piss off the reigning leadership too much, and you could get blacklisted. This means no more Freelancer contracts, and potentially a hit put out on you and your crew. Remember, Freelancers started as mercenaries and they are more than willing to go back to their roots should the situation call for it.


[Base of Operations]
Bolio, although there are multiple Freelancer holdings throughout the known world.


[Leadership]
Gregor McGuinness




Boroke Raggers

[Nicknames]
Badgers


[Description]
Badgers are currently the most notorious pirate outfit flying the skies today. Widespread and skilled in the art of being pains in the ass, Badgers are truly a scourge to every militarized nation out there, leading more often than not to bounties being placed on specific Badger captains in order to rid them of a pest. Loyal to none save their own, Badgers can and will raid just about anyone who crosses their path if they believe they have the advantage. Their skill level is average on, well, average. Captains who aren't adept at their role more often than not find themselves thrown overboard to the abyss below, and a new captain put at the helm. Despite repeated attempts to deal with these pirates, they continually seem to find more numbers and ships to plague the trade networks and harass the military ships floating through the sky.


[Base of Operations]
Unknown


[Leadership]
Chief Nicole Marti


Beholden

[Nicknames]
Beholders, Fools


[Description]
The Beholden are the goody two shoes of the world community, fixated on helping the little man and doing something worthwhile in whatever community they happen to be in. To become a Beholden is an odd thing, as there isn't any centralized leadership, base of operations or command structure. Beholden seem to be both everywhere and nowhere, hiding in plain sight and working from the shadows and the light to better improve the people's way of life. Many don't even believe this faction exists, since one could call anyone attempting to help someone else a Beholden. Maybe that was the purpose all along, that anyone could be a member and could do the right thing. No one really truly knows how this movement started, if it's actually real, or if there's some nefarious purpose behind it. Honestly, they feel like a fairy tail, and just when you think they didn't exist, someone manages to figure out a cure to a disease, or solve a major crisis, or hug a crying child, making you doubt it again.


[Base of Operations]
Unknown


[Leadership]
Unknown


The Corrino Family

[Nicknames]
Corries, Cobs


[Description]
The Corrino Family are possibly one of the most notorious crime families to ever exist, owning a massive stake within the NEC trade network and smuggling arts. Widespread and seemingly unstoppable, the governing body either can't or won't do anything about them, although there are plenty of whispers around that the NEC council is in bed with the Corrino family. Regardless, the Corrino family are the people to talk to if you want something less than legal brought to your doorstep or, failing that, someone taken care of in a less than nice fashion. Despite their reputation, they are incredibly professional, well run, and above all else...powerful. They've proven time and again that they can reach anywhere and everywhere, even having hands within the Chinese border somehow. To upset them is a death wish, and many captains pay homage to the family whenever they have dealings anywhere near their territories simply to stay out of their little black book.


[Base of Operations]
Aeirdale


[Leadership]
Ivonne Corrino


The Church of Islands

[Nicknames]
Ancilikan Lovers, Ankle Biters, Islanders


[Description]
One of the more militarized separate factions to populate nearly every known nation, the Church of Islands is a subsect of Christianity that broke off after the Sky Rise. While many of their teachings mimic their more traditional brethren, they tend to revere the Ancilikan that hold up the islands as gods themselves. As such, they have made it their goal to protect them through whatever means they can, becoming militarized and forming the aptly named 'Core Core', or CC. These ships, run by the Church, protect and monitor the cores of the islands against any and all threats. They also see to the care of Ancilikan and protect it from land bound threats as well through the use of their Paladins. While they were viewed as a nuisance before, now most nations see their use as they see to the day to day protection and maintenance of the Cores, allowing the nation's governments to focus on other things. Outside of this, the religion is fairly widespread and mostly peaceful. Followers can be found practically everywhere, and more often than not spreading messages of peace mixed in with their reverence for the Ancilikan.


[Base of Operations]
Multiple branches at multiple cities


[Leadership]
Stemmen David Konn (Stemmen is a Danish word that roughly translates to 'The Voice')

[/tab]


[tab=Character Sheet]

First Mate: The second in command, the man or woman people go to when the captain isn't around, and the one who's usually yelling all the commands regardless. The First Mate is the Captain's most trusted officer, usually doubling as an authoritative figure and holding a bevy of combat and leadership skills. First mates are typically a bit more robust than any specialist role, able to assist in whatever position is needed to a limited degree, making them sort of a Jack of all Trades type of personality. What they lack in speciality, they make up for in quick decision making, improvisation, and level headedness in a pinch.
  • Roles Available: 1

Navigator: One might assume that these individuals are the ones who actually pilot the ship, and they would be wrong. The Navigator and Pilot are typically split up into two roles, but work as one cohesive unit. The Navigator is the one with the star charts, the sextant, the ability to read weather at a glance and could name off more cloud types than you could book titles. Intelligent and precise, no ship is ever complete without some type of navigator at the helm telling the pilot which direction to fly in to avoid a terrible updraft or hidden thunderstorm on the horizon. More often than not, these individuals forgo the physical portion of flying on a ship, instead relying on their wits and maybe charm to get them through.

  • Roles Available: 1


Pilot: Pilots are your standard fare of someone who saw a ship and said 'I'mma fly that'. More often than not, Pilots are adrenaline junkies, wanting nothing more than to satisfy their desire for the dangerous and exciting in order to traverse the sky much like a bird does naturally. They get to know their ship, inside and out, often helping with maintenance on the side as one often does to a prize car or even a beloved pet. The Captain may own the boat, but the pilot is the one who commands it. It works even better if a pilot happens to be a Seeker, one capable of seeing the Ancilikan psychic projections. The level of cooperation and coordination between ship and pilot can reach unprecedented levels and influence decisions that no one else can hope to understand and achieve in the same amount of time. While this can sometimes cause conflicts between pilot and crew, it takes a massive amount of trust to allow a ship to fly like the wind and fight like a lion.

  • Roles Available: 1

Mechanic: Trying to fly a ship without having someone on board being able to fix her is like diving into the deep end of a pool without knowing how to swim. Mechanics are an invaluable part of the crew, often times the only thing between the rest of the ship and the endless abyss that is the fog below. These people tend to be incredibly savvy in their field, maybe even a bit eccentric, but above all else they understand how an Ancilikan core works. When the going gets tough, they're down there making sure the Ancilikan is doing their best and feeling as good as it possibly can. If one can double this role with a Seeker, it will be a practical gold mine as there's nothing better than a mechanic who can have the ship literally tell them what's wrong with it.

  • Roles Available: 1

Doctor/Nurse: This one is obvious as to its inclusion. The skies are dangerous, as are the many islands that inhabit the wild blue between spots of civilizations. Having someone on board with some kind of medical knowledge is essential for any ship to remain in the air for long, without someone succumbing to mind sickness or even the common cold. Medication is expensive and is no true replacement for someone who can make them last, and keep your people in the green while you look for the gold. Unfortunately, with the amount of time it takes for one to master this kind of craft and truly make themselves a rare commodity on the market leaves the individual with little time for anything else. Unlike the cook, they are typically a 1 trick pony, but a necessary one.

  • Roles Available: 1

Marine: They say that any dumb brute with more muscles than brains can be a marine, and while they're not necessarily wrong, they won't last long. Marines are your go to for anything that requires an approach that employs violence. Sure, it may take nothing more than a capability and willingness to commit violence, but it's so much more than that. A good marine is one who can look at a situation and make the right decision in a split second. A good marine is one who can save both himself and the ship. A good marine is someone that the rest of the crew can look to to keep them safe when worse comes to worse. They are the workhorses, they are the first and last line of defense against enemy combatants, and to say that they are the most expendable part of the ship is simply a lie. A ship without marines is easy pickings for enemy boarding actions, not to mention someone with an intricate knowledge of firearms and cannons is necessary to protecting the ship at a range as well. When not fighting, they're helping keep the ship clean and the weapons primed. They are valuable, and a single good marine is worth ten shitty ones any day.

  • Roles Available: However many we need.

Seeker: Seekers are the gifted individuals who have the ability to see the Ancilikan's projected form, and communicate on a level that simply isn't available to most people. Akin to an advanced form of empathy, Seekers are considered a 'nice to have, but not necessary' role for the ship, and usually end up tied to other roles. Many good captains would tell you that a Seeker is downright mandatory, but there are plenty of ships in the sky who get by just fine without them, considering their overall rarity.

  • Roles Available: 2 (The Seeker will be attached to another role. For example (Mechanic/Seeker, Pilot/Seeker, Navigator/Seeker, etc)).



"Character Quote"

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Character Name


Introduction


[General Information]
Name:
Nickname(s):
Gender:
Age:
Origin: ((Where were they born? In a nation? On a separate island? Aboard an airship?))
Role: ((Select from the roles provided above))


Appearance

[General Information]
Hair:
Eyes:
Height:
Weight:
Body Markings: ((Tattoos, scars, etc))


[Description]
((Your character's physical description. Not looking for anything long here, just a simple paragraph summing them up.))


Personality



[General Information]
((Just a quick paragraph or two summing up your character. Again, not looking for anything overly long. Write what you feel comfortable with))


[Fears]

[Quirks]

[Likes]

[Dislikes]

Abilities


[Skills]

[Weaknesses]


Equipment



[Clothing]

[Items]

[Weapons]


(Character's Name) Story


[Relations]
((Relations with other characters in the RP, this can be blank for now and can/will be filled in as the RP goes on.))


[Family]

[History]

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"This is about so much more than just money… It's also about glory."


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Michael Canderbar


Introduction


[General Information]

Name: Michael Canderbar

Nickname(s): Mike

Gender: Male

Age: 27

Origin: Airship named Mustaff

Role: Captain

Appearance

[General Information]

Hair: Short and Brown

Eyes: Brown

Height: 6'0

Weight: 210 lbs

Body Markings: Mike has several tattoos dotting his body. On his leg he has a shattered chain wrapping around his calf. On his right bicep he has a cartoon heart and on his left breast he has bullet casings.

[Description]

At first glance, Michael Canderbar isn't that impressive of a figure. While he does have height, his build is rather skinny and not boasting a bevy of muscles that one would typically associate to a captain of a freelancer vessel. His messy hair, his rather youthful appearance and an almost lazy way of walking and handling himself, Mike doesn't make the best of first impressions. Stick around though, and you'll start to notice a few things. His hands are calloused and rough from years of handling the lines of airships. Scars large and small dot his skin from battles won and lost, and his eyes portray a wisdom often only seen in seasoned admirals of the imperial navy. Match this with an easy smile and a laid back posture, Mike is in the best position to catch people off guard when he finally decides to take things seriously.

Personality


[General Information]

Michael is a bit of an oddity in the captaining world. His age would disqualify him from a leadership position of such a magnitude as captain in any other form aside from freelancer. Yet with a charm and optimism that borders on insanity, Mike pushes forward through the worst of the worst to come out the other side with a laugh and scream of excitement. At his core, Mike could be called an adrenaline junkie, loving nothing more than pushing himself and his crew to their limits. He searches for the next adventure with a fervor, and abhors maintaining the mundane. He loves people who happen to be on the same wavelength as him, and can sometimes be seen as a naive young man who is performing some sort of wish fulfillment.

That would be a serious misstep in your appraisal of him though, as he has gotten this far through his own wit and skill, admittedly taught to him by those that came before. He's a captain, and he knows his duties as well as anyone could be expected to. He has quite the ability to lead, and lead by example. When it comes to the fight, he's the first one in and the last one out. When it comes to flying his ship, with the help of the Ancilikan Cou, he manages to pull off some daring maneuvers that others would call insane. He understands the seriousness of these situations, for if he couldn't he couldn't call himself a captain. So he keeps his eyes peeled and his ear to the deck as he listens to the crew talk. He loves people and loves his crew even more, always ready with an ear or a smile should they need it. After all, they are a part of his ship and he should treat them with the same respect he has for it.

At the end of the day, Mike is someone who views his position as Captain as more than a job. To him, it's a lifestyle, one that is constantly changing day to day. He understands the dreams and hopes of those around him, and he works to help them achieve it. A happy crew is an alive crew, and he hopes to keep his around for quite some time.


[Fears]


  • Dark Caverns: Mike has lived almost his entire life aboard airships, and thus abhors the idea of being surrounded on all sides by dirt and rock. Not being able to see what's in front of him 10 feet away is not something he enjoys and is probably one of the few things Mike will go out of his way to avoid if possible.
  • Mutiny: While this is a fear of all captains everywhere, for Mike it's a bit more realized. Having witnessed one himself, and wanting his crew to view him and each other as family, a mutiny would be the ultimate failure.

[Quirks]


  • Monkey: Mike is a climber by nature, and if you can't find him on the deck somewhere, check the crows nest or some of the rigging, chances are he'll be literally hanging around on the side of the ship or at the top of a mast.
  • For the Rush: Mike will sometimes do things that defy logic or explanation in favor of simply trying it. He loves to do crazy things, especially if they get his blood pumping. He wants to try new things and see what the world has to offer, and as such will go out of his way to do these so long as it doesn't endanger the crew or his ship.

[Likes]


  • Food, in all its shapes and forms but especially stuff he hasn't tried before
  • Flying. This should be self explanatory
  • New experiences, ranging from the small to the grandiose.
  • Hanging around with his crew
  • A job well done
  • Watching the clouds go by

[Dislikes]


  • Spiteful people
  • Dirty weapons
  • Boring jobs, such as simple delivery missions (Despite sometimes seeing their necessity)
  • Anyone who gives up
Abilities


[Skills]


  • Improvisational Flying: Despite not being a Seeker himself, Mike has a level of connection with his ship that many other captains would be jealous of. With but a word and a quick command, Mike has coined many dangerous and often times potentially suicidal maneuvers that would leave other captains gasping and face palming. Yet...if they work, are they truly bad?
  • Hand to hand combat: Mike has been with airships most of his life, and has been trained by a multitude of people, ranging from pirates to navy personnel and has picked up so many different techniques as to create his own improvisational methods that rely more on the environment around him than his own innate skill. That being said, his ability with a rapier is no joke, and should one underestimate him they will find themselves on the receiving end of a good ol' gutting.
  • Leadership: Michael seems to have that effortless leadership ability, one that wasn't trained in some academy or comes with a ton of experience. Seemingly unflappable, he remains calm under pressure and in control of a situation even if it seems hopeless. At the worst of times, he buckles down and starts barking orders like an actual naval captain. Regardless, he always appears to be level headed and seems to know what to do...even if he doesn't.

[Weaknesses]


  • Inexperience: Despite his previous strength, Mike still lacks a core fundamental of a captain; experience. Relatively new to his role, despite knowing his particular ship for years, he hasn't had the opportunity to truly flex his leadership muscles in a capacity that would leave him with some truly worthwhile life lessons yet. As such, he can sometimes misread a situation or get cocky when it's not warranted.
  • Non-Gifted: For many navies around the known world, being a seeker is practically mandatory. A captain must know what is happening with his ship at all times, and be able to converse with the Ancilikan Core that keeps their ship in the air. Mike was born without this capability, and despite having an innate sense about his ship, has never actually conversed or seen his ship's personality. Something that rubs him the wrong way to this day.
  • Lack of Formal Training: Not so much a weakness as a simple note to make. Everything that Mike has learned about flying, fighting and leadership has come from random people he's met through the years and his own conclusions during the heat of a moment. While he learns fast and is always up for a challenge, it should be noted that he flies and fights in a way completely different to those trained in the different academies.

Equipment



[Clothing]

Mike is a casual kind of person, and his clothing often times reflects that albeit with a bit of some warmer overlay in order to fend off the winds that can come with living in the sky. As such, you'll usually seem him in some sort of slacks of varying colors along with a long sleeve shirt that has the sleeves rolled up. Over top he'll have some kind of blazer-type jacket, more often than not unzipped and floating in the wind in order to portray his own image of what a captain should be wearing.

He wears pretty thick boots as well, believing his feet should be protected for whatever reason that may be. He refuses to wear hats no matter the occasion, and keeps his accessories to a minimum. At best, he'll wear some kind of chain link necklace, and possible a leather wristband, but otherwise nothing else. Underneath his jacket, but overtop of his shirt is his dual holster, along with his sheathe for his rapier.


[Items]


  • Small golden cross
  • Pouch of bullets
  • Some 'Lucky' coins
  • Eyeglass

[Weapons]


  • Twin Colt Revolvers: Your standard .44 caliber revolver that can be seen pretty much everywhere, at least west of China anyways. Michael hasn't done much to make these weapons 'unique', considering he never truly relishes the idea of having to use them.
  • Rapier: A standard issue Rapier that is often used by both pirates and official navy personnel. While Mike's is well maintained, it shows signs of extensive use.
  • Gunpowder Grenades: Simple sacks filled with gunpowder and a fuse, the earliest type of handheld grenade if you don't count TnT. These are smaller, carry less of a punch but are quicker to light and easier to throw.

Michael's Story


[Relations]
TBD


[Family]


  • Bethany 'Beth' Canderbar (Mother, Deceased): Bethany was probably where Michael got his wanderlust and need for adventure from. She instilled in him a drive to see the world and experience everything it had to offer from a young age. She was killed in a failed mutiny aboard their own ship when a rival crew managed to bribe enough members of their ship to betray the captain.
  • Patrick Canderbar (Father, Retired): Captain of his own vessel at a young age, Patrick used to be a proud member of the Freelancer Guild back in his hayday. He, along with his wife and son, flew all around the open air, doing jobs and generally loving life. In the failed mutiny brought about by a rival crew, Patrick was heavily wounded. He, along with a few loyal friends and his son, managed to limp the ship all the way back to the nearest port. There, he dealt with the fact that his wife was dead and with his wounds, he would never properly fly or lead a ship again.
  • Cou De Saint (Ship, Alive): Despite never having talked to Cou personally, or at least in a way that opened a response from her, Michael counts her among his family as he's known her almost as long as he's been alive.

[History]

Michael is a sky baby. What this means is that he was born aboard a ship instead of an island. This isn't exactly rare or uncommon, considering just how many ships there are nowadays, but Mike likes to tote that fact around like a trophy. Born to Patrick and Bethany Canderbar, two Freelancers who managed to find each other in the big open blue, Mike was set up from the beginning to love the sky and everything that came with it. They lived as crew for a separate ship when Mike was still growing up, but his parents always had dreams of owning their own ship, and leading their own destiny to whatever piece of faraway land they wanted. As such, Mike was never particularly spoiled, although he would claim otherwise. He wasn't showered in gifts, have the best schooling or sleep in giant beds so soft you melted into the mattress. His parents scraped and saved every penny they possibly could, leaving themselves only a pittance to get by.

They had been saving for far longer than they had even been planning for a child, and by the time Mike was 5, his parents had achieved their goal. Returning to port within the borders of the great Britannia Empire, they purchased themselves a frigate and ordered an Ancilikan Core from the island that makes up Nottingham. Michael's mother was a Seeker herself, which is how they had landed themselves with a secure job to get this far in the first place, and when she first met the core that would later become Cou de Saint, she cried. It was like having another child is what she told Mike, who couldn't help but be a little bitter at the whole thing and wonder how she could tell where it was and such. Mike had been born without the Seeker ability that his mother had, and a part of him always hated that fact. As the core was installed on the Cou de Saint, his parents went about setting themselves up for success. They hired crew, they purchased cannons and ammo, food and provisions, and through their reputation, had several high paying jobs lined up out of the gate thanks to a generous recommendation from the captain they had worked with prior.

For awhile, their life was golden. For over 2 decades in fact, as Cou and Mike grew in tandem. The ship got larger, allowing for more crew and accessories and Mike got taller and leaner, allowing him to help with the ship's maintenance and day to day activities. The Cou de Saint's reputation grew as a ship with a friendly crew and able to take on any contract...which of course drew the wrong kind of attention as well. They had made enemies over their years, Mike and his parents knew this well and did their best to minimize it. However, in order to completely negate it, they would have to give up their success. This, they were not willing to do, and unfortunately their enemies were more cunning than they believed.

When Mike was 25, he bore witness to the worst day of his life. Bribed from a yet unknown rival crew, over half of the people on the Cou de Saint took up arms and attempted to seize the ship. Caught by surprise, many of the people still loyal to Patrick and Beth were killed early on. To this day, Mike doesn't know how they managed to hold the ship, but it didn't matter. When the dust had settled and the blood pooled on the deck, his mother lay dead and his father cut up from head to toe. A couple of people still loyal were also alive but in similar states. Mike was the only one to come out of it relatively unscathed, with only a few cuts and bruises to signify he had fought at all. After securing his father's and loyalist's wounds, he took the helm and managed to get them to the closest inhabited island. There, he managed to get them to a hospital, and only then did it start to sink in.

His mother was dead, people he had called friends had killed her and his other friends, and he was sitting on the deck of Cou de Saint wondering where it had all gone wrong. They only found out later that the mutineers had been bribed by a lone survivor, who died before he could name any names. The Loyalists, along with his father, were injured badly enough to completely negate any further career in captaining an airship. This, along with the news of Beth, seemed to break his father who went comatose. Mike stayed to care for his father for over a year, with the help of those he would still call friend popping in to assist him every so often. Yet this was killing Mike slowly on the inside, feeling like his life was ebbing away the same way his father's was, yet with the knowledge that he could do something about it. The guilt that set in about leaving his father in such a state though, he couldn't bear it. It wasn't until one of the loyalists that still stuck around talked him into doing it did he actually set his mind to it. His father, who was basically brain dead by shock and refused to acknowledge the world around him, would have wanted him to go and live his life.

With a bit of a heavy heart and a goodbye, Mike took ownership of the Cou de Saint. With a little help from a travelling navigator, he made it to the hometown of the Freelancer Guild; Bolio, where he set about finding himself a proper crew to truly do some adventures and get some jobs going.


"A good ship is hard to come by, and Cou is as great as they come."

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Cou de Saint


Personality


Cou is young by Ancilikan standards, sitting at roughly 22 years old, she's practically a baby. To say she sometimes acts like it would be an understatement, as she has a rebellious side that props up whenever she feels underappreciated or otherwise neglected. She's not above making herself known to whatever Seeker happens to be on board and pestering them until they go tell the other crew to do something about it. In this sense, she can be seen as a brat, a child throwing a bit of a tantrum, but more often than not her tantrums are well earned. When she's not lounging around the ship...or her body, or however you want to look at it, her projected form is floating throughout the ship and watching the others work. She finds a unique fascination in the humans that use her ship as a means of transport and livelihood. She cares for them of course, as to her, they are her family.

Naturally, she's known Michael Canderbar the longest out of the entire crew, but unfortunately he himself isn't a seeker, so he's never seen her projected form. Despite this, whenever she's feeling somewhat self conscious or otherwise vulnerable, she can be seen (by those who can see her) floating near Mike as he goes about his day. He takes care of her, and in return she takes care of him. This can be seen when it comes to any situation require a strength of will or the bravery to push past. A ship is only as good as the core that maintains her, and Cou has proven time and again that she isn't afraid to get down and dirty when the timing requires it. She'll push herself well past her limits if it means winning, and in this sense you could say she takes things a bit too far from time to time. Without a mechanic or another Seeker telling her to calm down, Cou can and will push herself to the point of collapse. While in a human, it's dangerous to the individual, here it's dangerous to the crew. An Ancilikan who 'collapses' means they can no longer keep the ship airborne and they start plummeting. She's done this once while Canderbar has been on her, and he tried to reprimand her. Granted, it was hard to take him seriously when he was scolding into the wind while Cou hovered behind him.

All in all though, she's a very reliable Ancilikan who is most likely destined to be a warship someday. She thinks she would like that...maybe.

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[Ancilikan]
Ancilikan are the creatures once thought minerals that provide life for us in the sky. Holding up the massive islands in the air that we now call home, we have learned that these things that were once used as a commodity and jewelry are actually alive. With the ability to change life on the islands that they control, they alone are the reason for our renewable resources, for new creatures and plants popping up, and why we now all have access to airships. Psychic beings that communicate on a different level, only a few people can talk to them in the same way we talk to each other. For the most part, they are a benevolent race who seem to want to help us not just survive, but thrive. Maybe this is their apology for nearly wiping out the human race over a hundred years ago, or maybe they never meant to do that in the first place. Regardless, they are now well protected and revered beings that make our lives here among the great blue possible. Housed as massive crystaline growths both underneath and within the island, typically pink to reddish pink in color, they are hard to miss and even harder to ignore.

[Ancilikan Projected Forms]
The projected forms differ from Ancilikan to Ancilikan, as they are individuals much like humans are. They can be assholes or saints, friendly, neutral or outright hostile. They can be playful or serious. The only thing that is up for debate is their gender, as that seems to be a choice for individual Ancilikan as opposed to a part of their biological make up. Considering each Ancilikan can reproduce asexually (Once they reach full maturity), most Ancilikan choose their own gender at birth based on the human's biological form. Some Ancilikan do choose to switch, or prefer to remain gender fluid, but ultimately the choice is the creature's.


[Seeker]
A person who was born with the ability to see the Ancilikan's psychic projection form. No one really knows exactly how these people can see the Ancilikan and communicate with them on a level non-seekers can't, only that it most likely has to do with the mind. That being said, it appears that all humans carry the gene or ability to produce a Seeker, and with that in mind, having Seeker parents does not guarantee a Seeker child. In terms of ratio, Seekers are born in a roughly 1 to 10 ratio. They can see an Ancilikan's form, sense their emotions, feel their pain, and communicate via slight telepathy, which is more akin to empathy. They can appear to convey to the Ancilikan their intentions, even if it's not spoken in words.


[Airship Classifications]
These can come in many forms, but there are essentially 4 classifications:



  • Child Ships: All airships rely on Ancilikan in some form in order to fly. So most ships simply bypass the need to continually buy Ancilikan by purchasing an investment rather than multiple small payments. Child Ships are newly born Ancilikan, and are typically smaller in size in order for the Ancilikan to grow and eventually adapt to a larger ship. Scout ships, frigates, and exploration vessels fall into this category.

  • Mid Life Ships: These ships have been in the air for some time now, and the Ancilikan inside has chosen to grow in size. Typically speaking, an Ancilikan will grow no matter what, but can limit itself to remain a 'child ship' size for quite some time. However, it is inevitable that Ancilikan driven ships must upgrade their size to accommodate the new core. These ships, on top of being larger, tend to be more reliable and durable as the Ancilikan has managed to mature and learn over the course of decades. These typically include Great Frigates or Galleons, although in the odd case, a heavily modified sloop or exploration ship can also count.

  • Grand Ships: These ships are rare, as the Ancilikan anchored to them is old by Ancilikan standards. Large and in charge, these Ancilikan are powerful enough to hold aloft the biggest ships that sail the skies. Man-o-Wars and Dreadnoughts count themselves among these Grand Ships.

  • Ancillary Ships: These ships actually don't have an Ancilikan Core, relying more on engine propellant, gas lift, air conditions, and an Ancilikan Engine as oppose to a core in order to fly. What this means is that they buy Ancilikan Ore from the merchants among the cities, or mine it from uninhabited islands and feed it into a machine which acts like a core without the potential fuss that an Ancilikan might provide. These ships are often very easily distinguished as they will use a balloon instead of mastings, along with massive propellers in order to fly and sail. These ships, while having a bit more unreliability tied to their capability to stay in the air, can go faster and last a lot longer in a scrap. As such, they tend to be a favorite of raiders and pirates.

[The Fog]
When the world broke, a heavy fog seemed to forever shroud what would have been left of the ground down below. Attempts have been made to investigate what lies below, but to this day no expedition has come back once they have descended below the fog line. As such, the Fog has been equated with death, and while there are still crews that believe things to be mere myth and fear personified, most people nowadays do everything in their power to avoid falling below the Fog Line.


[Technology Level]
More of a general note rather than a glossary term. Considering it is the start of the 20th century, the technology will be a mix of historical and fantastical with Ancilikan Ore providing the basis for brand new technology. For the most part, consider the weapons and technology of the early 1900's and use that as a basis, then move on to turn those into brand new things. Any questions, just run them by me and I'll do my best to help you out.


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