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WELCOME TO EMPIRE OF THE CLOUDS: VOYAGE OF THE HEIRESS

A spin-off of the Empire of the Clouds RP set in a fictional low-fantasy world with a technology level roughly equivalent to Earth 1910. Unlike the original, this story begins not in Inbur, but in the heart of the Commonwealth of Ardell where a wealthy Inburian patron has gathered a company of strangers for a task few would dare attempt.

His daughter has been kidnapped and taken to The Main, the ever-expanding continent of vast frontiers, untamed jungles, and former rapidly industrializing colonies, a continent analogous to the Americas. Reports suggest she has been spirited away somewhere south of Equaterra, into lands where law is little more than a piece of paper.

To recover her, the patron spares no expense. He has quietly procured one of the first Pathfinder-Class Airship from the Ardellian Military, a newly developed vessel built for speed, endurance, and survival in hostile skies. It will serve as both transport and base of operations for the expedition.

In this RP you will play one of those recruited for the mission. Perhaps you are a soldier, a mercenary, an explorer, or simply a wanderer drawn by the promise of fortune. The choice is yours but you begin in a lavish Commonwealth suite, gathered by the socialite’s assistant, a Mr. Aurelian Vey, with the promise of danger, discovery, and a reward beyond reckoning.

The world is wide and the path uncertain. Will you stand by your comrades and see the mission through? Will you uncover hidden truths in the frontier of the Main? Or will you seize the opportunity to turn the patron’s wealth and trust to your own advantage? The expedition awaits, and with it the unknown.



WORLD AFFAIRS

The year is 1077 of the Inburian Era, and the world stands at the edge of change.

Across the Old Continent, the Communalist state of Calaria grows ever more assertive, spreading its influence through agitation, subversion, and whispers of revolution abroad. The old Inburian Empire, weakened and decadent, feels the pressure mounting along its borders. While open war has yet to begin, few doubt it is coming and news of any skirmishes, military preparations, and bold political declarations have become the talk of the day throughout the Main.

Yet in the Main itself there is little appetite for Old Continental struggles. The peoples of the Main look upon the quarrels of the Old Continent with curiosity but are determined to avoid any direct entanglements.

This does not mean the Main is at peace. Far from it:

A fragile truce between the Confederacy and the Commonwealth holds, but only just, with fresh disputes stirring in Brendahl, the Commonwealth’s northern neighbor.

In Equaterra, wealth and land accumulate in the hands of great estates while peasants toil in misery, resentment continues as radical movements grow by the day, some inspired (perhaps quietly sponsored) by Calarian Communalism from across the Evig sea.

In the Grey Bay, the island nations of Nordisles, Isola Centrale, Oscuraria, and Coschi wage an endless struggle against marauders from the South who harass trade and shipping routes.

South of Equaterra’s jungled borders known as the Tandalar Expanse lies the vast southern hemisphere colloquially referred to as “The Southern Main” or Nohollum (South of Jungle) in native tongue. Nohollum is a vast and politically divided region of old kingdoms, young republics, tribal confederations, former colonial ports, and rising modern states. Among them, the Tlanecuayotl Empire remains the greatest power, a once tributary-based monarchy shaped by a rigid hierarchy of religious authority, noble rule and ancient traditions now forced to contend with the modern age. Around it exist rival powers such as the Ranquén Confederation, the rogue Kingdom of Qalata which had once been a tributary of the Empire, the wealthy transit republic of Ketenaam, the gold-rich Kingdom of Suyalliq, and the former colonial ports of Alfamarw and Clairrive, each with their own interests, grievances, and foreign ties. To traders, Nohollum promises wealth in gold, cattle, rubber, ports, and many other resources; to diplomats, it is a strange melting pot of primitive customs and shifting alliances; and to adventurers, it remains a place where modern rifles, ancient tribal customs, and untamed frontiers exist side by side.

Through all of this, a new current of thought commonly known as Mutualism spreads throughout the continent, echoing Calaria’s radical ideals. Among intellectuals and laborers alike, its message holds and governments across both the Northern and Southern Mains view it with suspicion.

The world is shifting. As the Old Continent edges toward war and the Main wrestles with its own divisions, industry and radical thought reshape society, while the once-honor-bound age of kings, nobles, and mythic powers fades into memory.

MAPS







NATIONS & CULTURES


Major Peoples and Nations of the RP





























Minor Peoples and Nations of the RP, mostly from the Old Continent (The Circle Sea region).
















TECHNOLOGY

The technological level for this RP aligns with the broader Empire of the Clouds setting as established by @Dyelli Beybi. In practical terms, this places the world at roughly the equivalent of Earth circa 1910, with one notable exception: airship technology is more advanced and refined, having seen greater investment and development across both the Old Continent and the Main.

Airships in this setting are reliable, long-range vessels capable of sustained travel and exploration. Helium has replaced hydrogen as the standard lifting gas, greatly reducing the risk of catastrophic ignition. While still complex machines requiring skill and maintenance, they are no longer experimental novelties but an increasingly vital part of commerce, reconnaissance, and long-distance travel.

Beyond this, the world remains grounded in its era. Expect bolt-action rifles, early automatic weapons, basic biplanes, telegraphy and the first widespread use of industrial machinery. Military innovations such as poison gas and trench warfare exist, though they are largely confined to the escalating tensions of the Old Continent rather than the focus of this story.

Unlike the original RP, Voyage of the Heiress is not centered on the frontlines of a great war. Instead, this is a tale of expedition, adventure and political intrigue, while technology more as a means to traverse vast landscapes, reach distant shores, and survive the uncertainties of the wider world there are still wider powers behind the curtains that our group may get involved with and with that alter the fate of the Main itself.


ZEPPELINS/RIGID AIRSHIPS

First, yes, “Zeppelin” is technically the name of a company that produces rigid airships rather than the craft themselves. That said, much like in the real world, the term has become commonplace, and most people refer to these vessels simply as zeppelins.

If you are unfamiliar with them, zeppelins are vast, rigid-framed airships that dwarf nearly anything else in the skies. They are among the most complex machines of their age, requiring coordinated crews and constant maintenance to operate effectively.

Within the Empire of the Clouds setting, airships are more developed than their real-world counterparts of the era. A standard vessel can cruise at roughly 80 miles per hour and reach altitudes of up to 20,000 feet, though most operations occur at lower, more practical heights. Endurance is measured in days rather than hours, with most ships able to remain aloft for close to a week depending on fuel reserves. Should fuel run dry, the ship will not immediately fall from the sky, but it will lose powered control and be left at the mercy of winds and currents.

Compared to airships, fixed-wing aircraft remain primitive. Early biplanes are only marginally faster, lack the range to rival airships, and cannot match their altitude or payload capacity. They are cheaper and simpler to produce, but their role is limited. Technologies such as interrupter gear have not yet matured, and aerial combat remains in its infancy.

Life aboard a zeppelin is largely contained within the rigid outer hull. Crew quarters, storage, and workspaces are built into the internal structure, offering some protection from the cold at altitude. The gondolas used for navigation, observation, and armaments are exposed by comparison, often uncomfortably so despite heat being redirected from the engines.

Armament exists, though its role varies depending on the mission. Defensive machine gun positions are typically mounted along the hull and within the gondolas, allowing coverage across most approach angles. These weapons can be used to deter hostile aircraft or engage targets below when required, though descending into range of ground fire is rarely advisable.

Crew can access the upper surface of the airship via internal ladders and hatches, though doing so is not without risk. At altitude, wind and exposure make even routine tasks hazardous, and anyone venturing topside would be wise to secure themselves properly. After all, it is a long way down.

Unlike the war-focused operations seen elsewhere in the setting, airships in this story serve a broader purpose. They are vessels of distance and discovery, capable of reaching remote regions, sustaining long journeys, and acting as mobile bases in lands where infrastructure is scarce. Whether crossing oceans, navigating jungles, or tracing the edges of the known world, they remain the single greatest tool for those willing to venture beyond it.


THE SCOUT-CLASS AIRSHIP

The vessel assigned to this expedition is not a standard military zeppelin, but a Scout-Class Airship, a newer Ardellian design intended for long-range reconnaissance, survey work, and operations beyond established infrastructure. How it came into the hands of your benefactor is not entirely clear, but what is certain is that no expense has been spared in preparing it for this journey.



Compared to traditional airships, the Pathfinder-Class Airship is smaller and more compact, trading sheer size for efficiency and maneuverability. Its frame is reinforced to better withstand turbulent conditions, making it particularly suited for travel over jungles, mountains, and regions where weather patterns are less predictable. It is not built for direct combat, but it is sturdy enough to survive environments that would strain more conventional designs.

Inside, the ship is designed to function as a self-contained expedition platform.
  • A fully stocked kitchen and mess area allow the crew to operate independently for extended periods.
  • Crew quarters are compact but livable, built with long journeys in mind.
  • A cargo hold carries supplies, tools, and provisions necessary for exploration and survival in remote regions.
  • A pair of lightweight reconnaissance biplanes are housed aboard the vessel, capable of being deployed and later retrieved for scouting, mapping, and short-range operations beyond the airship’s immediate reach. They are unarmed as the engineers determined any weaponry would add straining weight on them. The recovery crane is one of the first of its kind and as such may be prone to some quirks.
  • An armory is included for personal weapons and defensive equipment, though this is not a warship by design and carries no major firepower placements unlike its larger cousins in order to save weight for the expedition.


Access points along the hull allow crew movement to observation posts and maintenance areas, though exposure to wind and altitude makes such activity dangerous without proper precautions.

The Pathfinder is a vessel built for reach and endurance. Meant to go where others cannot, remain where others would need to turn back, and carry its crew into parts of the world that are known only in outline.


SETTING CONTEXT

This section provides extra background for players who want a better sense of the world beyond the immediate expedition. You do not need to memorize all of this to make a character, but it explains many of the tensions shaping the story.






CHARACTER APPLICATION



You may notice that some elements of this character application differ from what you might expect.

First, there is no dedicated equipment section. Characters may reasonably begin with personal items such as a rifle, revolver, or pistol if it fits their background, but this is not a major concern. The airship itself carries an armory and general supplies, and equipment will be accessible in-game as needed.

Similarly, there is no formal skills section. Characters are assumed to be generally competent in their respective fields, and their background will inform what they are capable of. A trained soldier will naturally handle combat situations more effectively than a civilian, while a scholar or engineer may excel in knowledge or technical problem-solving. The emphasis is on writing a background that clearly reflects your character’s experience rather than listing abilities outright.

It is also important to note that your character is not magical. While magic does exist within the setting, it is rare, poorly understood, and largely outside the control of player characters. It will primarily serve as a narrative element introduced by the GM rather than something for players to wield.

Finally, there is no separate personality section. Your character’s background and actions should convey who they are, and more importantly, who they might become. This story is meant to be one of growth and change, and characters are not expected to remain static. Development over time is encouraged.

When creating your application, please remove any instructional text in parentheses, as these are included only to guide you during the writing process.





RULES



In short, use common sense and treat your fellow writers with respect and there will be no issues. For those who prefer specifics:
Decisions
The GM’s word, as well as that of any Co-GM, is final. If you disagree with a ruling, you are welcome to ask for clarification or reconsideration once. Prolonged arguments or repeated complaints will not be productive for anyone involved.

Post Quality
Post length is flexible, but please maintain clear writing standards; proper spelling, grammar, and readability.

Try to include a hook in your posts, something other characters can react to. If your character isolates themselves or takes no actionable steps, others may have little to respond to.

Posting Commitment
Consistency keeps an RP alive. Aim to post at least once every 48 hours where possible. If you are unable to do so, notify the group via OOC or Discord. Unexplained absences, especially during active scenes, may result in your character being written out.

Posting Speed
Avoid rushing scenes. Give other players reasonable time to respond, particularly during important moments. At the same time, if a player has been absent for over 48 hours without notice, the scene may continue without them.

OOC Conduct
Respectful communication is expected in all OOC spaces. Hostility, passive-aggressive behavior, or unnecessary conflict will not be tolerated. Warnings will be issued if needed, followed by moderation actions if behavior does not improve.

IC Conduct
This is a collaborative story, not a competition. Write in a way that supports the narrative and other players.

Character Death
Character death is possible, though generally avoidable through reasonable decision-making and teamwork. Reckless actions or unexplained inactivity during critical moments may result in your character being killed off.

Godmodding
Treat threats as credible. Do not write outcomes that remove all challenge (e.g., single-handedly defeating enemies without resistance). The GM and Co will handle consequences, including damage or setbacks, where appropriate.

18+ Content
This RP allows for mature themes, but this is not intended for excessive gore or explicit content. Keep writing tasteful and appropriate to tone.

Banning Players
Enforcement of these rules is a last resort, but repeated violations may result in removal from the RP.

Hidden 10 hrs ago Post by PrinceAlexus
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PrinceAlexus necromancer of Dol Guldur

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We are alive :)
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PrinceAlexus necromancer of Dol Guldur

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An post is up. It may need a few refinements but it is up!
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Hidden 5 hrs ago Post by InfamousGuy101
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We are alive :)


My man! 🤝
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