- Joined
- Jul 27, 2009
- Messages
- 2,612
- Age
- 32
- Location
- The seas be my home
- Gil
- 0
- FFXIV
- Rever Seurwit
- FFXIV Server
- Faerie
- Free Company
- Timber Owls <Owls>
In the land of Flognun Mala, technology flourishes. The age of land and sea travel is long gone as the skies have become standard, even holding air bases above the vast oceans. The people of the land were driven to create fortresses in the sky due to the overpopulation of the land making everything become crowded. While the oceans are speckled with many islands, most of them are reserved for farm land to feed the people of the sky.
Due to the worlds burst in technology, people’s lives became easy; most jobs consist of inventing, farming, or shipping via the skies. However, the world has people within it that would much rather steal for money or technology, they sky pirates. They began to show up only a few years after the skies became the main living space. For the most part they never stop their flight at any cities, floating or not, and stay within their own fortress of a ship, save for the smaller crews. The Sky Pirates do have a strict code; one of the most apparent rules is the disallowing of people under the age of 18. A captain found breaking this code would be sentenced to death by his crew.
However, more feared than the pirates are the Sky Privateers. A Privateer was an individual for hire to protect against the sky pirates; however, there were also occasions where the pirates would hire privateers for themselves. The Privateers are a feared force because only one needs to be hired to prevent pirates from succeeding in their attacks. When no privateers are hired, most merchants and shipping companies strike a deal with the pirates, no lives taken in exchange for whatever amount of their shipments. Not all pirates honor this, though, causing Privateers to be commonly seen.
Technological advancements has not been placed on weapons, but instead on transportation and living. This is mostly due to the desire to discover what lies within the Dead Zone, an area surrounded by a powerful storm. The only way to enter the Dead Zone is by flying above the cloud line and entering it from above, however any time a machine gets close to the Dead Zone it becomes lifeless and crashes into the storm. So far, nobody has survived, and nobody has created a technology capable of entering the area. There are many rumors behind it, such as a lost civilization laying there within the eye of the storm. Many others believe a technology lost in time rests, creating the storm. The most common belief, however, is that within the storm sits a treasure that would grant the holder phenomenal magic power, enough to rule the world with an iron fist.
Many pirates and privateers dream to one day travel inside the Dead Zone for the sake of conquest, curiosity, or discovery. For now, technology is in the works to be able to enter this zone by many scientists and inventors. Many of them advance their technologies in hopes that they will be rewarded, while others invent for the sake of inventing.
________________________________________
Information:
Pirates: These people travel in crews, some of them have semi-decent reasons to be a pirate. They are standard people, holding slightly advanced technology and some magic powers, just like everyone else. They travel in a crew on their mighty airships of steel and iron. Their code consists of a very strict rule set that when broken is punishable by death in a most brutal manner.
Inventors: They have nearly no magical affinity which causes them to be very good with technology. They can, however, make machines that draw their magic out, making them harness magic through the technology. Their goals are to create and recreate advanced technology to push the world further. So far these people have managed to get together and create flying fortresses for people to live on, but none have made a machine that can survive the Dead Zone.
Privateers: By far the most feared people of this world are the privateers. The Privateers are extraordinarily strong and skilled people. For the most part a privateer is made through an apprenticeship program, where they are taught until a fitting age of 23, when they may go to be on their own. Most of them are for hire by whoever is willing to pay them a sufficient amount for the job, pirate or transportation alike.
Magi: Very small affinity with technology, but high in their affinity with magic makes these people great casters of magic, but what they gain in magic they lose in their ability to harness the technologies of the world.
________________________________________
Rules:
Follow the bio template and keep in mind your affinities. You must have at least 5-7 full sentences in your personality and double that in History.
No powerplaying, you must keep in mind your abilities.
No Godmodding, or I'll make you fall from the sky and land in the ocean so the surface tension can rip you apart.
No Metagaming, keep your characters knowledge within it's given limitations.
________________________________________
Affinity Point System:
There are 2 affinities, the Technology affinity and the magic affinity. You may use up to the amount allowed per classification, but do not need to use all the points given.
Pirates are given 14 affinity points to spread between magic and technology, but cannot pass 10 in either catagory.
Inventors are given 15 points to split, however they can only have at maximum 3 affinity in magic.
Magi are also given 15 points, however they are limited to 3 affinity in technology.
Privateers are granted a total of 17 affinity points to be divided as pleased between both magic and technology affinities, but are given a cap of 11 in each.
An affinity of 0 is not recommended, or you wouldn't be able to live in such a world, therefor, a minimum of 1 is called for.
How it works:
Firstly I would like to start by saying that this will only effect the character judging and accepting process so that I can fairly rule your character as too powerful or not, this will not effect your character during the roleplay and you may develop your characters as normal. It would even be possible to become a privateer as you play along, do keep this in mind.
Affinity works on a 1-10 basis. An affinity of 1 means they cannot use the respective category, while 10 would mean they can use the respective category quite masterfully.
When an affinity reaches above 10 they become creators rather than masters. Having an affinity of 11 or higher means that instead of using the technology or magic, the technology or magic will bow to your will rather than be used by you. The higher above 10 the affinity the faster you learn to use from the respective category.
Affinities above 10 in technology make inventors capable of developing new machines and various technologies. The higher the affinity the more efficient you become. Higher technology affinity also means better weapon usage, allowing for various machines, snippets, and gadgets to be hidden on your person. Higher affinity means greater usage.
To have an affinity above 10 in magic is to be able to create magic on the fly, with higher numbers making it easier and faster. Greatly high numbers in the affinity of magic make casting magic much less taxing.
Bio Template:
Name:
Age:
Gender:
Alignment:
Class:
Personality:
Appearance: (text is encouraged, but pictures are acceptable.)
Mechanical body parts: (Only if your character has any body parts replaced by mechanical ones, list it's features here. This is 100% optional, but if you are a magi, specify that this was not invented by you, as magi cannot invent.)
Technology Affinity: (read affinity explanation above)
Magic Affinity: (read affinity explanation above)
Weapon(s): (You have a firearm, but it's a matchlock, so it's inefficient to use as a main weapon, your main weapon will be a melee weapon.)
Gadgets: (What technology does your character wear at all times? If you own or are part of a crew that owns a flying machine, list it here, personal machines are allowed.)
Magic:
Talents: (cooking? Drawing? Cartography? Etc.)
History: (Be sure to entail why you seek to enter the Dead Zone.)
________________________________________
Any questions then please do ask!
Due to the worlds burst in technology, people’s lives became easy; most jobs consist of inventing, farming, or shipping via the skies. However, the world has people within it that would much rather steal for money or technology, they sky pirates. They began to show up only a few years after the skies became the main living space. For the most part they never stop their flight at any cities, floating or not, and stay within their own fortress of a ship, save for the smaller crews. The Sky Pirates do have a strict code; one of the most apparent rules is the disallowing of people under the age of 18. A captain found breaking this code would be sentenced to death by his crew.
However, more feared than the pirates are the Sky Privateers. A Privateer was an individual for hire to protect against the sky pirates; however, there were also occasions where the pirates would hire privateers for themselves. The Privateers are a feared force because only one needs to be hired to prevent pirates from succeeding in their attacks. When no privateers are hired, most merchants and shipping companies strike a deal with the pirates, no lives taken in exchange for whatever amount of their shipments. Not all pirates honor this, though, causing Privateers to be commonly seen.
Technological advancements has not been placed on weapons, but instead on transportation and living. This is mostly due to the desire to discover what lies within the Dead Zone, an area surrounded by a powerful storm. The only way to enter the Dead Zone is by flying above the cloud line and entering it from above, however any time a machine gets close to the Dead Zone it becomes lifeless and crashes into the storm. So far, nobody has survived, and nobody has created a technology capable of entering the area. There are many rumors behind it, such as a lost civilization laying there within the eye of the storm. Many others believe a technology lost in time rests, creating the storm. The most common belief, however, is that within the storm sits a treasure that would grant the holder phenomenal magic power, enough to rule the world with an iron fist.
Many pirates and privateers dream to one day travel inside the Dead Zone for the sake of conquest, curiosity, or discovery. For now, technology is in the works to be able to enter this zone by many scientists and inventors. Many of them advance their technologies in hopes that they will be rewarded, while others invent for the sake of inventing.
________________________________________
Information:
Pirates: These people travel in crews, some of them have semi-decent reasons to be a pirate. They are standard people, holding slightly advanced technology and some magic powers, just like everyone else. They travel in a crew on their mighty airships of steel and iron. Their code consists of a very strict rule set that when broken is punishable by death in a most brutal manner.
Inventors: They have nearly no magical affinity which causes them to be very good with technology. They can, however, make machines that draw their magic out, making them harness magic through the technology. Their goals are to create and recreate advanced technology to push the world further. So far these people have managed to get together and create flying fortresses for people to live on, but none have made a machine that can survive the Dead Zone.
Privateers: By far the most feared people of this world are the privateers. The Privateers are extraordinarily strong and skilled people. For the most part a privateer is made through an apprenticeship program, where they are taught until a fitting age of 23, when they may go to be on their own. Most of them are for hire by whoever is willing to pay them a sufficient amount for the job, pirate or transportation alike.
Magi: Very small affinity with technology, but high in their affinity with magic makes these people great casters of magic, but what they gain in magic they lose in their ability to harness the technologies of the world.
________________________________________
Rules:
Follow the bio template and keep in mind your affinities. You must have at least 5-7 full sentences in your personality and double that in History.
No powerplaying, you must keep in mind your abilities.
No Godmodding, or I'll make you fall from the sky and land in the ocean so the surface tension can rip you apart.
No Metagaming, keep your characters knowledge within it's given limitations.
________________________________________
Affinity Point System:
There are 2 affinities, the Technology affinity and the magic affinity. You may use up to the amount allowed per classification, but do not need to use all the points given.
Pirates are given 14 affinity points to spread between magic and technology, but cannot pass 10 in either catagory.
Inventors are given 15 points to split, however they can only have at maximum 3 affinity in magic.
Magi are also given 15 points, however they are limited to 3 affinity in technology.
Privateers are granted a total of 17 affinity points to be divided as pleased between both magic and technology affinities, but are given a cap of 11 in each.
An affinity of 0 is not recommended, or you wouldn't be able to live in such a world, therefor, a minimum of 1 is called for.
How it works:
Firstly I would like to start by saying that this will only effect the character judging and accepting process so that I can fairly rule your character as too powerful or not, this will not effect your character during the roleplay and you may develop your characters as normal. It would even be possible to become a privateer as you play along, do keep this in mind.
Affinity works on a 1-10 basis. An affinity of 1 means they cannot use the respective category, while 10 would mean they can use the respective category quite masterfully.
When an affinity reaches above 10 they become creators rather than masters. Having an affinity of 11 or higher means that instead of using the technology or magic, the technology or magic will bow to your will rather than be used by you. The higher above 10 the affinity the faster you learn to use from the respective category.
Affinities above 10 in technology make inventors capable of developing new machines and various technologies. The higher the affinity the more efficient you become. Higher technology affinity also means better weapon usage, allowing for various machines, snippets, and gadgets to be hidden on your person. Higher affinity means greater usage.
To have an affinity above 10 in magic is to be able to create magic on the fly, with higher numbers making it easier and faster. Greatly high numbers in the affinity of magic make casting magic much less taxing.
Bio Template:
Name:
Age:
Gender:
Alignment:
Class:
Personality:
Appearance: (text is encouraged, but pictures are acceptable.)
Mechanical body parts: (Only if your character has any body parts replaced by mechanical ones, list it's features here. This is 100% optional, but if you are a magi, specify that this was not invented by you, as magi cannot invent.)
Technology Affinity: (read affinity explanation above)
Magic Affinity: (read affinity explanation above)
Weapon(s): (You have a firearm, but it's a matchlock, so it's inefficient to use as a main weapon, your main weapon will be a melee weapon.)
Gadgets: (What technology does your character wear at all times? If you own or are part of a crew that owns a flying machine, list it here, personal machines are allowed.)
Magic:
Talents: (cooking? Drawing? Cartography? Etc.)
History: (Be sure to entail why you seek to enter the Dead Zone.)
________________________________________
Any questions then please do ask!
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