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3 yrs ago
Current Finally, we have returned...
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6 yrs ago
I haven't logged into this for so long so I guess this merits some words of inspiration.... Benis.
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8 yrs ago
Why are we still here... just to suffer.
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8 yrs ago
Skidaddle Skiddodle, your d!ck is now a noodle!
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Bio

Come from NS, still doing RP's there. So far enjoying myself in this site.

Most Recent Posts

Seems interesting! Not familiar with the previous RP but I'll have a read around and see if inspiration strikes me for a concept.


Hey there, yeah the OG RP's plot line is coming to an end soon, though it will have a sequel shortly after. It's basically an early WW1 kind of story while this ine is more of an Indiana Jones kind of adventure. Glad to have your interest, I look forward to whatever you bring up.
For future use


This is ACCEPTED. I am hoping we get more traction this week for more players. I will post my own character's apps hopefully by tomorrow.
We are alive :)


My man! 🤝
Saving for future use.






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.

John Dusk


John had to admit the clothes helped, even if a little. The locals would've likely been much more suspicious of them upon entering the town if they had been wearing the prison clothes, he was still unsure of their true origin but for now he'd have to settle with it.

As the group made its way into town, Dusk found himself studying the place with a soldier's eye. The streets were dusty, it was mostly weathered wooden buildings and the locals watched from shaded porches with weapons resting openly on their hips.

Not exactly the sort of place that screamed "major transportation hub."

If there was a way off-world here, it wasn't obvious. Still, it beat sitting in the desert waiting to die of exposure.

The saloon was the first place that looked remotely alive. The sounds of conversation and music spilled out through the swinging doors, drawing the group inside. Dusk stepped through after Neri, they were faced with a dozen faces all looking at them almost immediately as they stepped in.

At first, it seemed manageable. Curious looks followed them, but nothing unusual. They were strangers in a small town so this much was expected.

Then Kim when walked through the door the mood changed instantly. Dusk felt it before he fully understood it.

Murmurs swirled and the suspicious eyes narrowed.

The hairs on the back of the marine's neck stood up.

His gaze drifted across the room, trying to figure out what had triggered the reaction. Before he could, the bartender slammed a hand against the counter.

Chapter Two: High Noon Knockout

"You lot aren't welcome here!" he growled, pointing to the door, though apparently the option of a rapid retreat was not available to them as in the intervening space two large men had moved to block that route.

One cracked his knuckles menacingly.

Neri did a quick head count. Including the barman there were a dozen people here who seemed ready for a fight, dhasath and a few kiellar, a few others were skulking off. But why? "I think there's been a misunder-" she didn't get a chance to finish as someone yet out an enraged yell, hurling a bottle at her, which she swayed to avoid, feeling the brush of air over her nose. He gave a growl of rage and charged, fists balled as if ready to punch her.

The move seemed to encourage others and faster than one could have clicked one's fingers, the otherwise peaceful morning turned into a fist fight.


Dusk reacted before he even thought about it as his foot slammed into the attacker's ribs with a solid thud. The man folded sideways and crashed into the floorboards, skidding across the room in a cloud of dust.

The entire saloon exploded as people surged to their feet, toppling chairs and throwing punches.

The fight spread through the room like a brushfire.

"Son of a bitch."

A large dhasath was already bearing down on Dusk, they swung hard. Dusk slipped inside the punch as his own fist sailed past and he drove an elbow into the attacker's jaw.

The impact snapped the man's head sideways and Dusk shoved him backward.

The dhasath stumbled into a table, sending drinks, cards, and furniture crashing to the floor. People were fighting everywhere now.

The Marine lowered his center of gravity and raised his hands instinctively.

The day had started with looking for work and instead, it looked like they'd found a bar fight.

And judging by the number of angry locals closing in, it was only getting started.

John Dusk


John had to admit the clothes helped, even if a little. The locals would've likely been much more suspicious of them upon entering the town if they had been wearing the prison clothes, he was still unsure of their true origin but for now he'd have to settle with it.

As the group made its way into town, Dusk found himself studying the place with a soldier's eye. The streets were dusty, it was mostly weathered wooden buildings and the locals watched from shaded porches with weapons resting openly on their hips.

Not exactly the sort of place that screamed "major transportation hub."

If there was a way off-world here, it wasn't obvious. Still, it beat sitting in the desert waiting to die of exposure.

The saloon was the first place that looked remotely alive. The sounds of conversation and music spilled out through the swinging doors, drawing the group inside. Dusk stepped through after Neri, they were faced with a dozen faces all looking at them almost immediately as they stepped in.

At first, it seemed manageable. Curious looks followed them, but nothing unusual. They were strangers in a small town so this much was expected.

Then Kim when walked through the door the mood changed instantly. Dusk felt it before he fully understood it.

Murmurs swirled and the suspicious eyes narrowed.

The hairs on the back of the marine's neck stood up.

His gaze drifted across the room, trying to figure out what had triggered the reaction. Before he could, the bartender slammed a hand against the counter.

[quote=@Dyelli Beybi]
[center]
Chapter Two: High Noon Knockout

"You lot aren't welcome here!" he growled, pointing to the door, though apparently the option of a rapid retreat was not available to them as in the intervening space two large men had moved to block that route.

One cracked his knuckles menacingly.

Neri did a quick head count. Including the barman there were a dozen people here who seemed ready for a fight, dhasath and a few kiellar, a few others were skulking off. But why? "I think there's been a misunder-" she didn't get a chance to finish as someone yet out an enraged yell, hurling a bottle at her, which she swayed to avoid, feeling the brush of air over her nose. He gave a growl of rage and charged, fists balled as if ready to punch her.

The move seemed to encourage others and faster than one could have clicked one's fingers, the otherwise peaceful morning turned into a fist fight.
[/quote]

Dusk reacted before he even thought about it as his foot slammed into the attacker's ribs with a solid thud. The man folded sideways and crashed into the floorboards, skidding across the room in a cloud of dust.

The entire saloon exploded as people surged to their feet, toppling chairs and throwing punches.

The fight spread through the room like a brushfire.

"Son of a bitch."

A large dhasath was already bearing down on Dusk, they swung hard. Dusk slipped inside the punch as his own fist sailed past and he drove an elbow into the attacker's jaw.

The impact snapped the man's head sideways and Dusk shoved him backward.

The dhasath stumbled into a table, sending drinks, cards, and furniture crashing to the floor. People were fighting everywhere now.

The Marine lowered his center of gravity and raised his hands instinctively.

The day had started with looking for work and instead, it looked like they'd found a bar fight.

And judging by the number of angry locals closing in, it was only getting started.

Itzi Ku


Itzi’s salute lowered quickly after Zoe gave her instructions, “Yes, Your Highness.”

There was no hesitation after that. Whatever uncertainty she had carried up to the bridge was pushed aside as she moved to the helm. For a moment her hands hovered near the controls, the last time she had stood here everything had been desperation, shouting, gold, blood and madness pulling them all toward ruin.

Now the ship was armed and ready, the crew was looking to move to the battlefield.

Itzi drew in a breath and placed her hands where they needed to be.

“Prepare to release lines,” she called out with confidence, “Engines to standby. Check ballast and trim. I want her rising clean.”

The words passed down, picked up by the proper crew. Metal began to groan faintly through the frame as the great ship stirred from its mooring. The deck shifted beneath her boots, subtle at first, then steadier as the airship began to lift.

Itzi kept her eyes forward.

For a second she thought of Hunyunak, the train depot, Carter, gone now, and the mess he had left behind. Then she looked back to the instruments at her hand and tightened her grip.

“Easy now,” she muttered, mostly to herself.

The airship rose from the dock, slow and immense, pulling free of the port and into the open sky.
I dont want to create friction over two very similar characters so I'm willing to alter my own character given that RickyG85's app was first and I prefer not to have two characters be of such similar backgrounds. I will go ahead and amend my app to be different and bring some variety.
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