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- Celestonia - A planet which is, essentially, a giant ocean. There is one key difference between it and others similar to it - islands.
Now, when I say islands, I don’t mean the ones in the water it self. No, these islands -fly-. It was what made them so... peculiar. The reason for these flying islands, why quite obviously magical, is completely misunderstood. Even with the man-made platforms they have, it’s a combination of a massive metal chain holding them in place, and an enchanted orb to manipulate the gravity so it would rise.
The world it self has evolved to a point where it requires two things, which are forced to cooperate with each other, to live a regular life. Magic, and steam technology. Steam technology is far beyond what we managed to use it for. The people of Celestonia have created something quite amazing. Air ships. Now, most people would consider this ludicrous. Essentially, boats that fly. The idea it self is just stupid sounding, is it not? But they managed to pull it off, and with style to boot. They’re the size of the average ship (think 1600's style ships), but rather than sails, they have what looks like a balloon. Essentially, a Zeppelin that’s useful. They’re powered by an engine, augmented slightly by magic; nothing an engineer can’t handle, really. In comparison to other ships throughout history, they can hold an astonishing amount of weight - they have to, in order to hold the large amounts of cargo and weapons that are taken between islands, not to mention most air ships have small fighter planes (which run off of the same engines) in order to defend them selves. It’s gotten to the point where even some lost limbs can be replaced with steam and magic based ones.
The world, which used to be divided up into nations, has come to the point where it’s integrated. UCO, as it is called, tried to look out for the best of every island. In return for resources, they will provide protection. Of course, there are some places that simply refuse to join the UCO, but they manage to survive on their own. For the most part.
Now, you may be asking your self, “What in GOD’S NAME is a SKY PIRATE?”
A reasonable question, really. And I’m going to answer it for you.
A sky pirate is, essentially, a pirate that flies an air ship. These pirates are different than your typical every day ones. They are a part of normal life - more like mercenaries for the UCO to hire, or even your average people. Some of them are fairly normal, good people... others are corrupt, and will do anything for money. But they are a part of every day life, and the world would more than likely crumble from an economic stand point if it wasn’t for them, as they are willing to take jobs no one else will. They are practically unstoppable when they have their minds set on something, especially if the captain is respected.
And now, we welcome you to the World of Celestonia - grab an air ship and a crew, and set sail.


Humans of a Latin name. They're under no sort of rule, other than the lords of the islands they live on. They've created a great deal of the technology, being the more resourceful (and generally weaker) species in Celestonia. They are also the most numerous, outnumber the other species 2:1. Men and women are equals.
Physical: None
Bonus Stats: Gaians get a +5 bonus stat in the Intellect category.
Customizing: 100% customizable.

Nerieds are a fish people, lead by their Queen, Alexandria. They hailed from the Unknown Seas ages and ages ago, although not even the Nereids remember what they were beforehand. All Nereids are offspring of the Queen, being the only fertile one of the species. No one knows why this is, but there's no danger - the Queen seems to be immortal and forever young. They protect her fiercely, and her location isn't even known. Certainly not on any of the islands. Any contact is through royal messengers. Women are generally dominant in the species, although men certainly aren't mistreated. They usually keep to their civilizations, and the few that live in cities are merchants of Nereid craftmanship, which is phenominal.
Physical: All Nereids have dark blue hair, lighter blue skin, and either red or black eyes. Their body is hairless, even their eyebrows are more or less a marking on their skin, and their hair is oily and reminisce of fine, thin whiskers. Tentacles meld out of their hair and hang down from their temples, the blue of their hair fading to pink halfway through. They genetically have a very slim and bony frame, and webbed fingers and feet. Their ears are pointed, and there are gills on their neck. Females have longer tentacles, generally reaching their chest, and very flat, almost none-existant breasts, so as not to interfere with swimming. Males have shorter tentacles that reach their shoulders, and a slight bit of muscle is possible, but still quite thin and stream-line in appearance.
Bonus Stats: Nereids get a +5 bonus stat in the Endurance category.
Customizing: Colorings and body type must fit with the physical description above (i.e. no beefy men or big-chested women), but hair styles and everything else are customizable.

Besterians have no hierarchy, and live in most human cities and areas. There are a few, more wild members of the species that live on their own in wooded and natural areas, although they're considered beasts themselves by civilized areas and treated as such. Besterians are quick and crafty, excelling in areas like pick-pocketing and errand running, and one of the biggest hands on an airship, being able to climb and reach anything.
Physical: Besterians are covered head to toe in a fine hair consistant with that of a rat, and come in a variety of natural colors and markings. Their ears come in a variety, but conform to being small in relation to their head - the same average size of a pointed human's ear. They have claws and paws for feet, and tails. There isn't any direct physical relation between any Besterian and an animal, but they conform to look like felines or rodents. They're a short species, between 4' and 5'.
Bonus Stats: Besterians get a +5 bonus stat in the Agility category.
Customizing: Colors, markings, ears and tails are customizable - although colors like purple are not allowed. (Keep it natural.)

Avians are quite possibly the oddest species. They're humanoid in appearance, height, and facial features - the catch is their feather placement. They're a mysterious breed of bird people that, until about 100 years ago, couldn't even communicate. They have famous eyesight, but they're flightless, due to their lack of wings, although it pulls at their heartstrings. That is why they are very common on airships or jobs that require high areas - anything to feel the wind.
Physical: They have no hair, just feathers that grow from their head and down to the small of their back, on their fore-arms, and on their sides from mid-stomach to mid-thigh. They come in a terrific variety of colors and, although skin colors are usually tan to dark. Their feathers all grow one way, but can be styled, dyed and 'cut' - which just means they're plucked in a pattern. It's a painful process, but beauty is pain, as they say. They also have an enhanced ability to grow muscle - thus, naturally stronger.
Bonus Stats: Avians get a +5 bonus stat in the Strength category.
Customizing: 100% customizable.

Tieflings are a race which was a result of (or so the legends say) a demon and a maiden who fell in love, and had children. The children that they had, being Tieflings, looked mostly like Gaians, other than a few... extra qualities. The actual origin of Tieflings is unknown, but what is known is this: They are heavily persecuted against by most races, particularly Gaians. And while typically they are more powerful, they can’t do much with their abilities due to the constant put downs they receive. They live a considerably long time.
Physical: Horns and tails are something that every Tiefling has - but it’s not limited to that. Some Tieflings have been said to have red skin, claws, and even wings.
Bonus Stats: Tieflings get a +5 bonus stat in the Arcane category.
Customizing: Horns and tail are a must. Everything else is optional.

- While there are MANY, MANY occupations someone can have... we’re going to narrow them down for you. And since you’re all pirates anyways? No point in saying “Pirate” as a Class.
Solider
- Starting Stat Bonus: +5 Strength, +2 Endurance
Soldiers are people who are very good at killing people, to be point blank. They’re specially trained to used WEAPONS, rather than MAGIC. And the technology in this age, being vast, they’ve got quite a bit to choose from. From swords, to scythes, to hand guns, and even rifles. They can specialize in any of these weapons. They can use magic just barely, and typically it's to heal or shield. They can, however, use runes to improve their magical abilities. Not much to explain here.
Engineer
- Starting Stat Bonus: +5 Intellect, +2 Strength
Engineers are those who are in charge of the technology. They know what’s happening when the ship makes a bad noise, and they also know how to fix all of the necessary parts with as little or much technobabble as they want. They’re experts, and inventors. And most of the world depends on them. These geniuses can even use magic to help along their repairs, but not for much else.
Mage
- Starting Stat Bonus: +5 Arcane, +2 Intellect
Ah, yes. Mages. Masters of Magic. They know what they’re doing - or at least most of them do. For the sake of this little scenario, unless you have a reason, an apprentice mage is what you’ll be. Sorry, kids. Trying to be reasonable here. Either way, they can manipulate magic and even some cases, enchant the very ships they travel on so they can do some truly... interesting things. They can also provide extra protection during those hectic battles. No other class can even come close to their magical abilities.
Adventurer
- Starting Stat Bonus: +5 Strength, +2 Intellect
Those who have experience traveling the world’s many islands. They’re not the best in combat, but where they really work well in is knowing how to find their way to places - and wildlife. They know all about different species, and can be life saving. They’ll tell you the difference between a poisonous grass, and one you can eat. Vital in long trips in the wilderness. When they use their small amount of magical ability, it is similar to the solider where they're mostly used for healing.
Pilot
- Starting Stat Bonus: +5 Intellect, +2 Agility
Every ship has smaller, one-manned planes. These, while not very effective on people, are VERY effective on ships and other planes. To actually fly these contraptions is a RARE skill, and is considered very noble. You have to be incredibly brave to do so. Pilots are often seen carrying one type of weapon - it takes a lot of practice to be able to fly one of those bad boys, so thy don’t have the time to become the masters of fighting that the soldiers are. Pilots can use magic, but only to a certain extent. Most of their magical ability is focused on air combat - shielding their ship, and maybe a zap of lightning to their enemies. Enchanting their ammo is also not out of the question. But on ground, their magical capabilities are not nearly as useful due to there being stronger spells that simply cannot be casted in mid air.
Thief
- Starting Stat Bonus: +5 Agility, +2 Strength
Thieves are interesting characters. They, well, steal what the need. Most air-pirates don’t even let them aboard their ships because they don’t want to take the chance that something important will be stolen from the ship’s engine that will lead to an eventual crash, or some other crap. Either way, they’re CRAFTY, move very quietly, and have good eyes - they can spot traps better than anyone else. Masters thieves are even said to be able to cloak themselves... but that takes a long time to master.
Medic
- Starting Stat Bonus: +5 Arcane, +2 Endurance
Good ol’ medics. Medics are the healers of the group, most of the time using a combination of technology and magic so that they can completely repair someone’s body. It’s a handy thing to do, and is an incredibly useful skill. They’re a key component in any battle.
Mediator
- Starting Stat Bonus: +5 Intellect, +2 Arcane
Mediators talk. And they are DAMN good at it. They can talk their way out of just about any situation they need to, as well as make some bargains in their favor. They are far from fighters, but play an interesting role in situation. They can turn the side of a battle with a simple conversation. Since Mediators aren't the best at fighting, they typically will hold a pistol, and if nothing else? They'll focus their abilities on magic. Like other classes, they do not have powerful magic. They have enough to get by, and in some cases, they can even influence a conversation using spells.

- STATISTIC COMPARISON SYSTEM!
This is not exactly your typical stat system, as we will not be making a battle system or anything like that. Oh, no. That’s far too much effort to put into this. Rather, we made the Statistic Comparison System (Or, SCS. I love shortening things, yes I do). The purpose of this is to not only force people into being REASONABLE with their abilities, it also makes it clear “Hey, this person is physically stronger than me, but I have more magical talent”. No confusion allowed. It just generally makes things simpler. We have narrowed it down to five stats, allowing people to pretty much roleplay their character otherwise without being constrained by a charisma score, or a wisdom or intelligence number (Although, there is one called Intellect. But I’ll get to that in a minute).
It leaves that truly up to the player.
So, here are the five stats with recommendations. You don’t have to follow them by any means, but I figure it’ll help you out.
ENDURANCE
- How many hits you can take, essentially. No, this is not hit points. It does give a good idea as to how much you’ll be hurt if you get hit by someone with a high strength stat.
(RECOMMENDED FOR : SOLDIER, ADVENTURER, MEDIC)
STRENGTH
- Strength is how strong you are. It’s a general stat, and it’s use is obvious.
(RECOMMENDED FOR: SOLDIER, ADVENTURER, ENGINEER, THIEF, MEDIC)
ARCANE
- Arcane is the magic score of this little role-play. The higher the arcane ability, the more bad ass spells you can make. Soon you’ll be turning that single bolt of lightning to an entire storm if you spend a lot of time pumping stats into this. But, we’d very well appreciate it if you let us ([url]Hayley[/url] and [url]KnowThyMaster[/url]) know what you’re going to do spell wise, that way we can make sure you’re not trying to create that storm described with only twenty points in it.
(RECOMMENDED FOR: MAGE, MEDIC, ENGINEER, MEDIATOR)
AGILITY
- Agility is how fast you can move, and generally how good you are on your feet, and with your hands. It’s a great little stat to have.
(RECOMMENDED FOR: SOLDIERS, ADVENTURER, PILOT, THIEF, MEDIATOR)
INTELLECT
- The only score other then Arcane that needs an actual explanation, in my humble opinion. This has nothing to do with how smart you are, rather, how talented you are. This shows how good you are with machines, map making, identifying, flying, and researching. These are ALL vital for a good number of the classes that don’t quite get the attention that they should for other classes.
(RECOMMENDED FOR: ENGINEER, ADVENTURER, PILOT, MEDIC, MEDIATOR)
HOW IT WORKS!
So, you’ve got all the ideas in your head as to how you want your character to be statistically. Fantastic. Now, to start the role-play, you have FIFTY POINTS. You can use those points ANY WAY YOU LIKE. Fifty is a good number, because if you want to have a completely even character (I don’t understand why you’d want to) you can put ten in each category. Every time you level, you receive six points to distribute.
LEVELING!
To level, you post. It’s that simple. But there is a posting number requirement TO level. These are done in multiples of seven, or just in case you don’t understand (No offense here, I’ve had some people be a tad bit confused).
LEVEL 1 - Seven posts
LEVEL 2 - +Fourteen posts
LEVEL 3 - +Twenty-one posts
LEVEL 4 - + Twenty-Eight posts... and so on and so on.
It’ll take time to level up, yes. I’m aware of this. But the way this role-play will (hopefully) hold your attention to the point where that’s not a problem.
Now, for the example I’m about to show you of this... do not freak out. This particular character’s stats will be explained in his full profile, and for the most part, will not be used in combat. His stat sheet alone is used merely to show how he reached his status of Captain of the Isabella - as well as to show his life experience. This also shows the format of how we’d like you to post your stats.
Zach Driscol
Level: 25
Species: Tiefling
Occupation: Captain
ENDURANCE: 45
STRENGTH: 63
ARCANE: 55
AGILITY: 70
INTELLECT: 20
Interested? Head over to the [url]profiles[/url] page and sign up!













