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Below are the 3 most recent journal entries recorded in ionot_codex's LiveJournal:

    Friday, January 1st, 2010
    12:00 pm
    Hello Readers,

    My name is Allistor Ulysses, son of the the commander James Ulysses and grandson of famous adventurer O.S. Ulysses. Unfortunately my life is not as exciting as the lives of my father and grandfather. I was much more suited to the scholarly life than that of the wanderer. My father worked for various countries as a field commander the respective governments would pay for my education. Of course the was some confusion whenever my tuition was suddenly being paid by a different government. Luckily I was schooled in Venna and as long as they were getting paid it wasn’t investigated.
    My father ended his service in the employment of Askhew and I enjoyed a brief stint teaching in Saint Gaull. Unfortunately they soon found out about a few of my fathers indiscretions that boarded on... Is there such thing as mild treason? I think that sounds better than “selling state secrets”.
    I moved back to the west coast of Venna and pondered what I would do next. Realising I would not be heading back to Saint Gaull in a hurry I began to study the book collection that my father and grandfather had amassed. It was about this time I noticed the marginal notes that my grandfather had written. I spent the next year reading over the books, and the year after that piecing together the notes. Realising the treasure-trove of information I had I spent the year after that pouring over my father and grandfathers journals.

    Readers, this is where I found my purpose. Since I cannot go on my own adventures I have to reside to document the information collected by my forefathers. Notes on science, the arts, geography and culture will all be included in this tome. I unfortunately have the same organisational skill as my father. My notes on his notes are arranged very haphazardly. I can only hope it will all come together in the end, and you will forgive any gaps in this forward copy.

    -Allistor Ulysses


    -------------------------------------------------------


    The first book is dedicated to the world we know it, it’s cultures, advances and important events.

    Foreword
    --- "The Newbie Guide"
    ---Notes on the bizarre passengers of the ESS Reed
    Sciences
    ---
    Regions
    ---
    Famous People
    ---
    Religion
    ---
    History
    ---

    The second book may remain incomplete for quite some time. It is an analysis of my grandfathers extensive research on the ancient Ion and Mu cultures. Many of the journals have been stolen or sold over the years. I can only pray to recover them.

    Ion
    ---

    The third book is not a book as such, but my own personal journal. Mind you it has transformed into somewhat off a record of recent events. I'm pondering if I should include it in the publication or not.

    Allistor Ulysses' Editorial Notes
    ---
    Recent Events
    ---
    Thursday, January 1st, 2009
    2:20 pm
    Notes on the bizarre passengers of the ESS Reed
    At the request of a personal friend I have researched and found out some of the people that boarded the ESS Reed. It has been very difficult to confirm all these names since the ship was open to anyone who could make it aboard.
    For that same reason this list of names also gives us historical insight into the evacuation of Saint Gaull.

    -Allistor Ulysses

    -------------------------------------------------------
    (All archetypes with names or "???" in front of them have been taken. Please choose one that is free.)
    -------------------------------------------------------


    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.
    ??? - 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 Meherik and fled to avoid the compulsory military service.
    ??? - 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.
    ??? - The Enlightened Pupil - A student of the light half of the ancient arts. Travelled from a different 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.
    ??? - 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 Terhoy 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 Terhoy 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 scrip 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 their to say, their a prostitute. Lucky for them their is a certain allure and tact about them that prevented them from becoming a lower city crack-ho.
    The Enraged Politician: A council member for Saint Gaull whose entire life revolved around serving the city. Plans to go to the capital and demand to know why Saint Gaull was, in their eyes, abandoned.
    The Church’s Envoy: The Union of the Seven Churches’ diplomat sent to make the annual report on the Church to the emperor. Rather unsettled by the appearance of one passenger.

    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.
    ??? - 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.
    ??? - 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.
    Liam o'Malley - 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.
    The Returning Solider: A fighter returning from the front lines due to injury. Between the disappointment in themselves for having return early is only amplified by their growing addiction to the pain medication.

    Transport:
    The Restless Prisoner: A loyalist Mehreik 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 Mehreik 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.
    Nikolas Melby - 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.
    ??? - 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.
    Tuesday, December 6th, 2005
    11:34 pm
    The Newbie Guide: You must read this
    The Newbie Guide
    The only ooc thing in the codex and the only thing you're required to read.


    What is CwD?

    Clockwork Demon is a novelistic post-steampunk roleplay. You dig airships built like battleships? How about advanced technology and magic being intertwined? Ok, Maybe you just love paying war and politics in an early twentieth century setting. Hell, even if you’re not hardcore into this world you can still enjoy a group of awesome people and a story that’s always moving forward.

    So in list form:
    - Highly developed world
    - Weekly updates (We’re aiming for Mon./Fri.)
    - Dedicated mod team
    - Solid Community

    How do I get started?

    First off, read everything on this page, and then as much as you can from the development journal. Done so soon? You probably should read it all again then. Great, now drag your carcass over to the Ionot Codex. Don’t get scared if it’s looking big, think of it as an encyclopaedia. You don’t have to read an encyclopaedia cover to cover for it to be useful.
    Now, find the entry on “Archetypes”. Hell, it’s right here if you need it. Read though them all until you find one that you both like and is not taken yet. Here’s where things get complicated...
    Once you formulate an idea based on the archetype you choose you now have to fill out this here form:

    Contact Information: The best way to get in touch with you.
    Name(character): Necessary
    Archetype: Pick one. Really, pick one.
    Age: For all purposes the average life span is 75
    Nationality: Most of the time Asken or Mehreik. Occasionally: Syeverian, Terian, Ebin, Vennian, Plainsfolk or Blessed citizen.
    Baggage: Most Civilians would not have time to pack too much before evacuation. Military and crew members would have a few more job specific items.
    Talents: These are your special skills and natural abilities. Can you shoot a gun, fly a airship, or make soap? Things like that go here. These will almost always be directly related to the archetype, some leave more room than others. Remember, if you can’t explain how you got said talent in the history, don’t write said talent.
    Physical Description: Self explanatory. If images are to be used they must be artwork of the character, not borrowed images. Even pictures should be accompanied with text.
    Personality: This section is the slave of the archetype and the history. If you’re a bastard, explain how you became on in the history.
    History: The absolute most important section. I love details, and I love to read good histories. This is the only chance you get to make the archetype your own, so do a good job of it.

    This may be a good time to poke though the Codex (or at this point the dev journal) to see what some of these places and professions are.
    After all that you have to send all this information to clockwork.admin[AT]gmail.com. Let me stress: All bios are graded on merit, the better it is the less likely I’ll send it back saying “try again. More importantly, the better it is the first time the less likely it is that someone will snatch up your archetype. So, give me well written histories and balanced abilities that tie into the archetype. I thirst for them.

    Now that the difficult part is said and done, I’ll send you back the user name and password for a clockwork demon gmail. It’s highly recommended you change the password for security sake. All that’s left to do then is create a new character journal (personal journals will not be accepted) and join the community.
    Ok, I lied, one more thing. Post your bio in the character journal. For extra points change the date on the entry to some time in the future so it’s always the first post.


    Now that I survived your pain in the ass registration system, how do I post?

    Before you do anything, drag your ass to the community profile and read the rules.

    Now you’ve got to find out where Depending on your archetype your character has a set starting point.
    Where will you be placed is a magical place called a scene. What is a scene? Well it’s a post in the community made by myself or a member describing and area and what’s going on in it. So not only will you have the lay of the land, you’ll have the first interactions in it. Enter a scene you simply have to read the most recent comments on the entry and then post your own actions as a comment.
    Do not nest the comments. This screws up the post order and I will probably eat you if you do.
    Remember, every scene is going to be effected by story line updates. Make sure you read thems so you can act appropriately in your actions.
    A dreadfully important rule is you cannot be in two scenes at once. This would mean you were in two places at once. Exit one scene before going into another. If in the odd chance there is a scene happening outside of continuity (Ie flashback) this rule does not apply.

    How the hell do a make a scene:

    Easy peasy lemon squeezy.
    Number one, get good enough at being in scenes to set one up. Crappy scenes will be ruthlessly deleted.
    Number two, make sure there’s not a near identical scene happening elsewhere. If somebody is in a bar go to their bar and interact with them instead of making your own. Duplicate scenes will be ruthlessly deleted.
    Number three, make sure the scene adds something. Scenes are just not a setting, they are a part of the story line. If your scene has no action in it and is just a description of a place then it doesn't really add anything. On the other hand if it’s just action, it’s better off as a comment in someone else's’ scene. Unnecessary and incomplete scenes will of course be deleted ruthlessly.

    So if you still want to create a scene after that, then go right ahead. Just make sure it makes sense considering where the characters are. If they’re in a city you can make a scene in the square, or if they’re on a boat you can make a scene about your cabin. Also keep in mind the recent events in the story line. After an explosion a scene is most likely to take place in a burning building rather than over evening tea.
    For technical things you just have to remember the golden title rule: “Name of your scene” Chapter # / Scene #. All this is to do is force you to make sure you know what the latest chapter update was, and read (at least the titles) previous scenes to get your scene number.
    When the action runs dry, a major event happens, or the scene has degraded into substandard, a moderator may declare the scene to be over. It’s easier to move on or make a new scene than argue, but if you feel really slighted give me an email.
    On the rare occasion when scenes get massive, you may be asked to make your next action post in a new scene (along with a updated description) so that other players will be able to easily jump in.
    Every scene automatically ends at the end of a chapter. Period.

    The scene system is still in testing. If nothing works, expect change.

    Ok, now that I know how where do I do this crap?

    You may notice this community spans over multiple journals. Thus far there are three:
    [info]clockwork_admin is your one stop shop for development news and community news.
    The [info]ionot_codex is our constantly expanding worldbook. If you need some knowledge, go there.
    [info]clockwork_demon is where the magic happens. You get your dosage of story there and then make posts about said story there.
    Your personal journals house the character bios, and there’s no reason it can’t become your characters personal musings about the world of CwD.

    What do I need to know about the updates?

    Monday: This one alternate: One week it's updates in the written story. This documents the events leading up to the flight of the E.S.S. Reed. Gives you something to read. Every other week the story line gets a kick forward that day, may be something big or it may not. It will always give you something to do for the next week.
    Friday: The Ionot Codex gets updated. Today’s the day of learning! It is also my lazy update day which is never guaranteed to be of the same quality as monday or Wednesday.

    The better I get at keeping this schedule, the more chance there's gonna be more updates a week.

    Wait, the story line updates once a week that means...

    You have to drag your ass on CWD once a week, yeah, it does. But look at it this way, in a table top RP players usually meet once a week to move the story forward. Tabletops rarely get to the point of stagnation that online RPs do.
    So if you want to enjoy the benefits of a RP that doesn't stagnate, you have to actually play. If you can’t deal with it, nobody’s stopping you from enjoying CWD through observation.

    With that said, shit happens. If you miss a week due to unexpected circumstances, we’ll all pretend your character was moving with the others quietly. Besides, any story line event should be jarring enough to give anybody you were in a dialogue with an interruption to get them out.

    If you know you’re gonna be gone along time, just tell me and I’ll hook you up with an excuse. In fact always try to keep me or a mod in the know if you’re gonna miss something. The general idea will be: Tell us and we take care of your character, leave us in the lurch and your character gets taken care of.

    Somebody’s being an assface:

    Either email clockwork.admin[AT]gmail.com or send an AIM message to CwD Report.

    This idiot is roleplaying awfully and throwing off the story.

    Either email clockwork.admin[AT]gmail.com or send an AIM message to CwD Report.

    I still want to know something/ think this should be in the newbie guide.

    Either email clockwork.admin[AT]gmail.com or send an AIM message to CwD Report.

    I think CwD is awesome/balls and I want you to know my opinion.

    This is different, email clockwork.admin[AT]gmail.com, but don’t AIM CwD Report. That accounts for business.
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