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[06 Dec 2005|11:41pm]
Good news:

The first draft of the newbie guide is up in the [info]ionot_codex.

Better news:

All I have to do is write the rules before we go completely public.
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[02 Dec 2005|12:08am]
Congratulations to the.silent.expertATgmail.com, the first CWD account to be registered. To register your CWD account, aka a Gmail address, just send clockwork.adminATgmail.com a message along with the archetype you want to play.

There's a prologue up in the actual community, [info]clockwork_demon. I suggest reading it.
With any luck the rules and a complete bio form will be done by tomorrow or Saturday.

If you haven't reserved a character yet, your almost out of time. The dogs will be let loose on them soon.

Reservations so far )
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[20 Nov 2005|02:59pm]
After much pondering on the topic I have made the decision that this will be done quazi-anonomusly.

What does this mean?
It means you have to make a new account to join the community with.

Why the extra effort?
Because I want as few factors from outside of the roleplay effecting the roleplay. Also known as: Dramadramadrama.

Wait, quazi?
There's no rule against saying who you are. I'd just rather you not.

But wait there's more!

Email me (Clockwork.AdminATGmailDOT com) with your intent to participate and your desired archetype so I know who is officially participating. Bios are not necessary at this point, but if you have any questions about them this email is a good time to ask.

Sounds a lot for my connivence, eh? Well when you do this I will set you up with a gmail account for your character. This will be your official means of communication for all things to do with the game.

And is also mainly for my connivence.

Reservations so far )
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[09 Nov 2005|10:36pm]

Note on the Geography:
The world is divided into two elevations. The high fertile plateaus and the barren saltplains carved out form ancient tides. The darker regions represent the plateaus while the lighter areas are the saltplains. These plateaus are high, most end in raw cliff face.

Colour Key:
Magenta: Askhew
Orange: Mehreik
Yellow: Venna
Green: Ebis
Red: Terhoy
Blue: Syever
Brown: Holy Lands of the Seven Churches


Rough country notes )

These are of course really rough notes, complete descriptions of them will be posted in the [info]ionot_codex.
Hey and this is the first time you can participate in this here game. In the comments post what you would like to see in the codex's descriptions. Architecture, culture, demographics, anything. Whatever you think would be useful.

Want to get started? Here's a character form! )

All completed forms should be Emailed to Clockwork.Admin (AT) Gmail.com.

Reservations so far )

Public announcements will start soon, so the jump start period is almost over.
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Dev update. [03 Nov 2005|05:51pm]
This journal is now the official news/dev blog for [info]clockwork_demon. That means this is the place to go for all your OOC news and game updates. It'll also be the place I ask for any input on the game.

If you want to know about in game crap, such as history, then you've got the [info]ionot_codex. This sucker will be the victim of my love of world building.
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[26 Oct 2005|04:25pm]
This is an early and unedited list for the eyes of a few. Please point out any mistakes to me.

Essentaly you will build your character around the little information you're given. All are gender neutral.

{R} designates a reserved character.

Civilians:
The Concerned Merchant: Is the head of their family, who are unfortunately on another transport. Recently moved from Venna to Saint Gaull for a more profitable life for their family; filling them with anxiety guilt over the separation.
{R}The Child Genius: Is an expert in a given field, and mildly obsessive about it. They unfortunately lack the tact, common sense, wisdom and social skills that come with age.
The Bitter Doctor: was a renowned for treating soldiers in the war, but is getting sick of it. During the siege they build up more and more resentment to the prolonged war and senseless harming.
The Blind Philosopher: Was quite the thinker in the field of the visible versus the invisible. They are now more focused on the invisible since being blinded by a bombing during the siege.
The Disillusioned Preacher: Is experiencing a crisis of faith since the holy city of Saint Gaull was attacked. Tries to stand by their faith but is faltering in their chosen profession.
The Vagabond Poet: A writer/musician from parts unknown, or at least that’s their stage history. In truth from a town in Ugwhay and fled to avoid the compulsory military service.
{R}The Darkened Student: A student of the dark half of the ancient magical arts. Spent most of their life at the Saint Gaull academy, but always lived in Saint Gaull.
{R}The Enlightened Pupil: A student of the light half of the ancient arts. Travelled from a diffrent country to attend the Saint Gaull academy.
The Spirited Noble: A fiercely opinionated member of the Saint Gaull upper class. Travelling to Saint Askhew City to stay with similarly well off relatives. Knew The New Beggar in better days.
The loyal labourer: A simple wage earner who values hard work, commitment and honestly. Will stand by the side of any employer that treats them satisfactorily. Unfortunately their bar for satisfactory is slightly too low.
The Earthly Researcher: A professor at The Academy, was careful never to live in his own world like some of his colleagues. Cared very much about students, and didn’t care for pretence.
The Attuned Brute: A person of great physical strength who has no lack of common sense. They don’t care much for the knowledge in books, but prefer a more folksy type of wisdom.
The Frantic Scholar: An person as well educated as they are intolerant to others opinions. Has a fierce temper that has sometimes made them sound more like an idiot than a scholar.
{R}The Pessimistic Smith: While business has been up due to military demand, The Smith doubts the war will end well, or even at all. Respects those that work with their hands.
The Reluctant Traveller: A homebody from Tehroy sent to the academy at his parents request. Really doesn't have that much motivation to learn books and would prefer a trade useful back on a farm.
The Pious Vendor: A storekeeper that followed the scriptures in all their activities. They pride themselves on the honesty which they once did business.
The Heathen Farmer: A farmer Tehroy visiting the city to study the earth. Thinks other farmers faith in the Church is bullshit and greatly admires the new sciences.
The Ancient’s Child: A citizen completely unaware of their Ionot heritage. Has a strange understanding of Ionot script and Mu technology.
The Fleeing Murderer: Committed the crime of murder a month before the evacuation. Claimed self defence but still sentenced to life, using the evacuation to escape his fate.
The Nervous Assassin: An citizen of the lower city that trained to make more money. Extremely nervous about their first job, but still enamoured by the mystique of their new profession.
The Troubled Youth: They’ve got problems, oh so many problems. Took a secret joy in the siege because it rescued them from their old life.
The War Orphan: A youth who’s parents were either soldiers who died, or died in the siege. Is only just barely getting over the denial phase.
The Thieving Profiteer: A thief from the lower city who made their fortune looting during the war. Taking their most recent spoils to their safe in Saint Askhew City.
The New Beggar: A nobel who lost everything in the siege. Has no idea how they will live the life off a poor person after their life of excess.
The Unemployed Servant: A servant who’s master and master’s family all died in the siege. Is hopping to find more work in the capital.
The Freed Slave: Captured in their youth by criminals, the slave has tasted freedom for the first time after the havoc of the siege. Shares a bizarre relationship with the Servant who is eager for a new master.
The Classy Whore: What’s there to say, they're a prostitute. Lucky for them their is a certain allure and tact about them that prevented them from becoming a lower city crack-ho.

Crew:
The Disconnected Engineer: Has spent far too much time around machines. Understands them a thousand times better than others or even their own emotions.
The Arising Captain: The child of the current captain of the transport. Has a utter respect for their father and someday wants to become a captain too.
The Iron Cook: The cook likes things a certain way, their way. Some would call it being strong willed, others would call it a pain in the ass.
The Explosive Sailor: They act like they’ve been sailing since the day they were born, while the only thing they’ve been doing for a while is lying. Point it out and risk their temper, do anything and risk their temper.
The Failing Navigator: Once upon a time was a navigator for a military battleship, but caused the failure of a mission. They have never quite forgiven themselves for that, and it has always effected their performance.

Military:
The Fatherly/Motherly Commander: All their kids have grown up, their estate is in order and they’re nearing the end of their career. Has developed a parental relationship with the officer and gunner.
{R}The Prodigy Officer: After graduating from one of the leading Askhew military schools, the officer had no problem finding a job and rising the ranks. To often they try to hide their doubt in the Empire with obedience.
{R}The Keen Gunner: An artillery officer who is a friend of the prodigy from school. When it comes to artillery and ships cannons there is no better operator. Unlike the prodigy who doubts the Empire, the gunner is painfully and blindly loyal.
The Ambitious Pilot: One of the more skilled pilots of the brand new small, single person, flying crafts. They desire personal fame and fortune, thus have developed a hero complex.

Transport:
The Restless Prisoner: A loyalist Mehrich solider who was captured in the siege. Fiercely loyal to their country, and blindly hates Askhew citizens. Hates the traitor as well.
The Imprisoned Traitor: A second prisoner who is the opposite of the first. Deserted the Mehrich army out of fear of death. They are now even more worried for their life since their capture.
The Diligent Guard: One of the most loyal sailors on the transport reassigned to watch over the two prisoners. Takes their appointed job very seriously, but misses their actual profession.
The Serene Mercenary: The counterpart and firepower behind the Expert. Unnervingly calm, courteous and professional.
The Silent Expert: A quiet introspective security expert hired to safeguard the cargo on this transport. Hired really for this reason, that even if they found out they wouldn’t talk.
{R}The Cowboy Teraformer: Known for their excessive risk taking more than the amount of time they’ve spent in a caravan. Travelling with the Mercenary and the Expert back to the flood plains.
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