Background
Ardent takes place in a custom setting of mine, Verenkor. While extended knowledge of the setting isn't needed, basic knowledge is. Here are some of the details that will enable you to be more comfortable in this setting. The game runs within the confines of two nations and the sea between them. Tyrisia and Kerria. Tyrisia includes the entire northern part of the east continent. It is surrounded by sea to the east and west, ice to the north, and the small nation of Bursia to the south. Across the ocean to its east lies the underdeveloped, forested land Kerria. Tyrisia is a land of carved mountains, torn down forests and advanced technology. An imperialist nation, for nearly a century it controlled Kerria, using its people as slave labor to build its massive mountain cities. Only ten years ago, under the orders of Queen Nerifai, did it grant Kerria independence and begin working to turn its former colony into a willing ally. Now that Kerria is no longer hostile ground, explorations and investigations into Kerrian lore and land have begun, and this is how the existence of the Shift Particle, or koysqatsi to the Kerrians, was discovered. This is the mineral the crew of the Ardent seek.
The Ardent is sleek, small
and fast. The infamous vessel is well known for being of Bursian make
and running circles around Tyrisian ships during the war. Though it's
weak on firepower, its skilled Captain and Aeronaut exploit its speed
and maneuverability, making it a feared adversary for air pirates.
The Crew, aside from a few exceptions, has worked
together for years. They're experienced and skilled at what they do,
whether it's bringing down storms upon their enemies or cooking a damn
fine meal. They've had their share of government contracts as well as
less legal jobs, and regularly hire themselves out to the highest
bidder. Aside from the main characters, twenty-six other crew members
work aboard the ship, usually below deck: technicians, cooks, mercs.
Most of the crew prefers swords over guns or bows, because of wind
conditions, though most of them know how to shoot a gun if they need to.
They tend to dress in working class or soldier attire, depending on
personal preference.
The City of Cann was built, through Kerrian slave
labor, carved out of one of Tyrisia's largest mountains. It's the
largest city in the world and while not a center of trade like the
massive cities of Au, it's the center of world politics. Wars,
assassinations, diplomacies and pacts are negotiated within its walls.
The city is a well-built, nearly inpenetrable fortress with one major
weakness: it doesn't control it's water supply. Only nobles and royalty
are aware of the people who were already living in the mountain, and the
bargains the city has made with them. The city also boasts a number of
architectural and technological wonders, including its hanging gardens
and glass domed Seat of State.
The Vast Sea is what it sounds like. Vast. It takes a month for even a fast airship like the Ardent
to cross it. Densely traveled in some areas by Tyrisian government and
military ships, and desolate in others, the sea is the safest and
shortest route to Kerria. Terrible creatures lurk in the waters here,
but they're usually not a problem for airships--just as long as they fly
high and they don't stumble on one of the big ones.
Port ma'Deu is, while not an official port, the one the Ardent
always stops at. The people of ma'Deu know the ship and its crew well
and there is a great deal of trust between the two groups. The port was
founded and is run by a wealthy Au businessman and an old friend of the
captain and crew of the Ardent. Many of the ship's crew have retired here. Two years ago, the port was temporarily taken over by rivals of the ship and used to help lay waste to it.
The Kerrians are dark-skinned, dark-haired and
athletic. Intelligent, spiritual people, their culture is peaceful and
community-oriented. However, this culture has been lost on the younger
people of Kerria, or second generations born as slaves in Tyrisia or the
other nations. These younger Kerrians see their culture and ancestry as
they have been taught to: savage, incompetent, dangerous. While
slave-born Kerrians feel a great deal of anger towards Eastern culture,
those born in their native land and educated through the Tyrisian
academies admire their "father country". A great many Kerrian soldiers
and Innates were trained there and sent to the East to fight Tyrisia's
wars. Kerrians are nevertheless a diverse group, their lives and stories hinting to some lost, great civilization they once presided over.
The Tyrisians are pale, generally short and culturally
imperialistic. Their hair tends to be dark red or blond, and their eye
color tends to be blue or green. Classes are based not on wealth, as it
is in Au, or on religious favor, as it once was in the Bursian city
Seboet, but on lineage. Countrysides are feudal, while cities are
capitalist and use servant and slave labor. Nobles and royalty are not
always wealthy but always in power, and marry only within
nobility--leading to a strange but harmless inbreeding effect in which
Tyrisian nobles can be identified by their very sharp and pointed
canines. There's a vast amount of vampire/noble jokes in Tyrisia.
The Aun are the descendants of escaped Kerrian slaves who traveled south through Bursia and into the vast deserts of Au. Their cousins are the gypsies of Bursia, and both of these people consider themselves culturally distinct from Kerria. The Aun are not as in touch with ther Innate abilities as Kerria, and the people of this land are largely disjointed due to the vast unlivable distances between the oases. Aside from nomads, all people of Au live in vast cities built from rock-crafting, centered around immense water supplies. Three main cities exist: New Athlas is a beacon of democracy, Dannun a city of merchant princes and bureaucrats, and Cambria a sprawling religious state. The people of Au are as diverse as the cities they live in, their personalities reflecting nomadic lives or the cities they live in.
The Elves remain a mystery to the world, though since
coming out of their forests after the fall of the Wizards, they
integrated themselves into society--through what were apparently very
exclusive whorehouses. Small communities of elves lived in the houses,
usually one to each large city, and seem to never left. Only the rare
few were are invited in,
ranging from all economic, political and social statuses. Occasionally
one would venture out on the arm of one of their patrons. Even stranger,
history tells tales of the odd elven woman being caught in a king or
nobleman's bedchambers, apparently trying to slit their throat or poison
them. A year ago, the Tyrisian prince attempted to take control of the Cannite elven house, resulting in the loss of many human and elven lives. More than a few elves were displaced or taken as a result, and the Tyrisian elven population is largely dispersed and more open now. The elves are
beautiful, small, long-lived and always sad-eyed. If you wish to play an elf, speak to me so I can give you necessary, semi-secret information.
The Innates have a long, bitter history in the world.
During the fall of the Wizards it was made known that the Innates had
been their genetic experiments, long since considered failed and cast
aside. Innates are mages whose powers depend on their experiences,
needs, environments, and personalities. Their strong will enables them
to manipulate reality more forcefully than most. Most Innates have a focus, or two, and generally Innate abilities involve manipulation of some form of matter. Aun Innates are often crafters of sand and rock, Bursian Innates tend towards manipulation of fire and light. Tyrisian Innates tend to focus on rock, steam, and metal. And finally, Kerrian Innates are among the most powerful of the Innates, with a far more diverse collection of focuses. Some are even rumored to be able to manipulate the minds and flesh of others.
Crispin Fortinbras "Fort" Carlyle, the Ardent's long-time captain. When the Ardent was shot out of the sky two years ago, he is said to have stayed with the ship, yet miraculously and barely survived the fall from the sky. He is still recovering from his injuries and is supposedly directing the ship from his cabin through the First Mate, though several crew members rumor that the story is not true.
Crispin Rudain, Captain Fort's enemy and rival. He's
the captain of the Fortune's Friend and shot down the Ardent two years ago after kidnapping one of their crew members, Belo Eck Galtar, an Innate. He is still at large and Belo is still missing. Despite this advantage, he has lost countless crew in his search for the Shift Particle and has made no progress.
Anatol Seingalt was Cas Seingalt's mother. Several hundred years old, deadly, and cruel, she sought to exact deadly punishment for some unknown crime Cas had committed. In doing so, she assisted the kidnapping of Belo Galtar and outmatched Cas, but was killed by Captain Fort.
Queen Nerifai inherited the throne at a young age when
there were no male heirs left to do so. Her reign began with much
controversy due to her gender and extreme policies, but within a year
the results were clear and any serious political opposition among
Tyrisian nobility had disappeared. She is beloved among Kerrian youths
for declaring the country independant from Tyrisian rule, and is known
for being quiet, stoic, and calm, even when exacting her terrible fury. Her son the Crown Prince is widely disliked for his repeated attempts at misusing the state army, and this has prevented him from exerting his claim to the throne.
Samroke "Old Sam" ma'Deu owns and runs Port ma'Deu, and is an old and trusted friend of the captain and crew of the Ardent.
A jovial, optimistic man who rarely stops talking about his three
beloved children, he was a wealthy businessman in Au. Descended from the
fleeing Kerrian slaves who founded Au, he eventually spent all of his
money to come to his ancestral homeland, found Port ma'Deu and has been
turning the place around. He holds a grudge against one of the old crew members for reasons related to one of his daughters...
Tassa ma'Deu is Old Sam's oldest daugter. The crew of the Ardent
have watched her slowly become a woman over the years each time they've
visited Port ma'Deu. She is rare among young Kerrians in that she
harbors only resentment for Eastern culture.
Fergus Templeton is a pimply-faced, redshirted deckhand
who quite often stumbles upon things he shouldn't see. A bit of a
tattletale, a huge coward, and a gangly boy, he's the butt of many a
joke.
Characters
There are five main character slots, at least three of which must be filled for the game to begin. No one may hold more than one main character slot. Players may play as many additional, minor characters as they please and are encouraged to do so - even if those minor characters are a thousand miles away or trying to get the treasure themselves. When applying, include as little biography as you wish. Feel free to reserve slots and at your request, I will add more slots. All of these characters are masters at what they do. The Scientist knows his science. The Captain can spot a problem a mile away and figure out the solution. The Aeronaut can pilot the Ardent out of just about anything. The Assassin executes their enemies with deadly accuracy. The Innate is a master mage. The Doctor knows the Ardent inside and out and can patch up a wound easily. These are powerful people, but the challenges they face will be just as dangerous.NOTE: Because this is a resurrection
of the original Ardent game, I am leaving space for the original cast
to return if they so wish. As stated in the character section, multiple
characters in one slot type are not mutually exclusive. The main
characters of the original game are the old legends who may or may not
still hang around, either in their old position or in a new one. Aside from the Captain, each position is held by multiple characters (whether PCs or NPCs) either way. The ship has multiple medics, mechanics, and soldiers. Do not be surprised or upset if an old or new character stands by your side. The maximum number of elves has been reached.
•
•
•
t h e CAPTAIN Fortinbras Carlyle
•
•
•
•
•
t h e AERONAUT Cain Nakim
•
•
•
•
•
t h e SCHOLAR Barasa Agunda
•
•
•
•
•
t h e ASSASSIN Cas Estelyn Seingalt
•
•
•
•
•
t h e INNATE Enris Erem Veredtai
•
•
•
•
•
t h e DOCTOR Thana wal'Deburg
•
•
•
•
•
t h e AERONAUT Deryn Langdon
•
•