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[Faction] The Aeronauticals

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The Aeronauticals
People of the sky
Relateret billede

 

This thread serves as a general orientation for the former guild-turned-faction, The Aeronauticals. Players may read the 'rules' and use the faction as their background and hub.
 
The Aeronauticals started out as a small fleet of airships, but soon grew into a family and company. It attracted mechanical geniuses, helmsmen, traders and gunslingers from all across Azeroth. All are different, though all have the love of the Big Blue Above in common. 
 

 

 

 

 

Chose your faction!

Skyward Empyrean                   The Aeronauticals


 

 

 

 

 

 

 

 

 

For staff; Relevant applications, if ever needed,

Spoiler

Application 1:

Application 2: 

 

Application 3:

 

Application 4:

 

Application 5:

Application 6:

 

 

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Skyward Empyrean
 
"We are the most brilliant merchants the sky has ever seen. We're the most cut-throat dealers you'll find. We're the brokers who will give you the biggest profit. We are the empyrean of the sky. We are your solution."

- Captain Joseph Emmelhart, guild master of the Skyward Empyrean

 

Our history, as with most other things, can be written in blood. Business is not for the fair hearted, but to survive in this world of business, you have to prepare to make sacrifices. I don't regret my actions during "The Long Night", I did what was best for the future of the guild and because of me, we have grown tenfold of our original commitments and capacity. Our flags streak over the sky in almost every known region of the world. 

After the vote to disband The Aeronauticals I was voted to become the CEO of the newly formed Skyward Empyrean. I picked up the torch the previous guild master had dropped and signed a permanent contract with the trade mogul, Slizz Greasetrap and together we made The Golden Conglomerate stronger than ever. 

 

Our place of business is "The Trap", a tavern overlooking Greasetrap port, from where we run our business. And business. Is. Good.  
 
 
 

Guild rankings

CEO - The leader of the guild, his word is law. He is the one who, in the end, commands the fleet at the guild's disposal. 

The current CEO is Joseph Emmelhart.

 

Deckhand - Like many ships, the guild has several jobs that needs tending to. With few airships in their fleet, the Aeronauticals focuses on specialized personnel.

 

Navigator - A deckhand who specializes in flying  zeppelins. He will be the first to main the helm should it come to a fight and will in some cases be granted his own airship or zeppelin.

 

Engineer - Every person in the guild is expected to have a good sense of all aspects engineering, however those who specialize as engineers are expected to be able to solve impossible problems with improvisation.

 

Captain - The man or woman responsible for the airship and its missions. These do not typically change between assignments. 

 

 

 

Making a character for The Skyward Empyrean

All below are suggestions to best fit into the faction, you are allowed to make variations within reason.

 

Race: 

The Skyward Empyrean welcome almost every race that wants to join the guild, though undead are unlikely to be allowed to join. Any aligned character can find their place within this cut-throat world of business.

 

Class: 

Most commonly found in the faction are tinkerers, rogues and other occupations that can handle themselves in a fight. Mages and other magic users are unlikely to join, as the faction has a strong aversion to anything not driven by technology. Magic, especially fire-related magic is despised because of the hazard they pose for the gas filled balloons the ships rely on. 

 

Personality: 

Characters who join this faction often join because they have a keen mind for possibilities and opportunities. They value a good deal and would typically not make enemies easily, as each enemy is one less partner to trade with. They are likely to be someone's best friend, if it suits or advances their own interest and a character would not typically weigh the faction higher than what they would get paid.  

 

Background: 

This faction recruits from all backgrounds, as long as they can keep themselves out of open trouble.

 

 

 

Your place in the faction

Below is more detailed information about what the faction can do for your character

 

Rank:

You may chose any rank within the guild, barring "CEO". This rank is obtainable further down the line, if you wish to join it. 

The faction has several airships belonging to it and your character may become the captain of any either of them, however you are still beholden to the factions. The list of ships can be found at the bottom of this section.

 

Becoming faction leader:

Should you wish to work for it, it is possible to become the faction leader and gain total access over the faction's resources.  This is done through numerous events in-game and finally through a formal application on the forum.

 

Hub: 

As a member of the faction you have access to "The Trap", a tavern built for the guild. You can access the tavern by going to ".t Greasetrap" and finding the tavern atop the biggest hill.

 

Followers: 

As a member of the faction you have access to engineers and other members (NPCs) of the faction. These function as vendors for the guild. Your character may buy repairs and technological gizmos from these members. Each ship also has a crew of six, excluding the captain, which you may command, should you chose to be a captain.

 

 

 

Ship roster

Zeppelins: 

 

The Maiden

- Captain Snatch "Gearspring" 

   - New crew (6 NPC)

 

Crow's Wit

- Captain Emmelhart

   - Old crew (6 NPC)

 

Dawnrider

- Captain Fairbanks

   - Old crew (6 NPC)

 

The North point

- Captain Ragrin "Pinpusher"

   - New crew (6 NPC)

 

The Freerider

- Captain Morello

   - Old crew (6 NPC)

 

The Cloudchaser

- Captain Meekik "Silverbolt" 

   - New crew (6 NPC)

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The Aeronauticals
 
"High flying, speed driven, adventurous rascals. We're the Skyrats of the Big Blue Above and there ain't a Dirter on the Rim who can catch us, though many have tried."

- Captain Alexander Duffraine, Captain Elect of The Aeronauticals

 

We along with most folk have seen our share of bloodshed, some more than others. Now we don't relish in the fact, but we ain't the ones who started this way of life. We're just adapting to it. 

Back when, we used to be a family of fine folk, see. We had ourselves a nice spot of dirt in a port called Greasetrap, owned by some Gobbo. Things were well for a while, until the bastard Emmelhart showed his true colors. He shiv'd our last guild master, Edward, left him for cold and disbanded the family, citing money and prosperity - Bullshit. Split our family into more than one part. 

 

So we're just us now, Skyrats, pirates, scum - We've been called it all, but none of it sticks. We're above it all, cruising the winds of the Big Blue Above. 

 

Since the events of The Long Night we seldom tread the ground. We're a bit high stuffed, you could say. Just don't care for the people down below as much as we used to. We've our own base up in the sky named The Westwind, a big ship - More than enough for the family. We do what odd jobs we can to get the next fuel and steal whenever that won't cut it. 

 

 

Guild rankings

Captain - The leader of the guild, his word is law. He is the one who, in the end, commands the fleet at the guild's disposal. 

The current Captain is Alexander Duffraine, who also acts as the guild's leader. 

 

Deckhand - Like many ships, the guild has several jobs that needs tending to. With few airships in their fleet, the Aeronauticals focuses on specialized personnel.

 

Wheeler - A deckhand who specializes in flying airships or zeppelins. He will be the first to main the helm should it come to a fight and will in some cases be granted his own airship or zeppelin.

 

Stickie - A deckhand who specializes in flying aircraft which are predominately controlled by sticks. These include planes, biplanes and bombers. He will be the first who gets to man one of these aircraft if the need arises.

 

Peddler - Every person in the guild is expected to be a peddler as their secondary rank. They are the ones who operate the guild's gyrocopters. One who primarily specializes in flying gyrocopters is expected to show extraordinary flying skill and combat awareness.

 

Straddler - A deckhand who has received extensive training with a long-rifle. He has furthermore been trained to piggyback a peddler and shoot while on the move. The peddlers and straddlers make up for the vast majority of the guild's offensive capabilities.

 

Engineer - Every person in the guild is expected to have a good sense of all aspects engineering, however those who specialize as engineers are expected to be able to solve impossible problems with improvisation.

 

 

Making a character for The Aeronauticals

All below are suggestions to best fit into the faction, you are allowed to make variations within reason.

 

Race: 

The Aeronauticals welcome almost every race that wants to join the guild, though undead are unlikely to be allowed to join. Neutral or Good aligned races are most prevalent within the faction. 

 

Class: 

Most commonly found in the faction are tinkerers, rogues and other occupations that can handle themselves in a fight. Mages and other magic users are unlikely to join, as the faction has a strong aversion to anything not driven by technology. Magic, especially fire-related magic is despised because of the hazard they pose for the gas filled balloons the ships rely on. 

 

Personality: 

Having access to the sky and airships means most characters in the faction have a strong wanderlust and are natural explorers. Most think of themselves first, but almost every member has a strong tie to the faction as it provides food, shelter and work. 

Being a part of the faction means that your character often aligns themselves with neutral forces and only works as a mercenary for more established factions. 

 

Background: 

The faction does not shun those with a dark past. However those who break the rules openly and harm the faction are exiled from it. 

Normally found within the faction are street urchins with a mind for the mechanical, veterans of wars, who have flown, or tinkerers from around the world. 

 

 

Your place in the faction

Below is more detailed information about what the faction can do for your character

 

Rank:

You may chose any rank within the guild, barring "Captain". This rank is obtainable further down the line, if you wish to join it. Currently the faction possesses the largest civilian airship, which can hold up to six (6) gyrocopters and has three (3) functional and operational gyrocopters that members may use. 

 

Lending flying machines: 

As part of the faction, you are allowed to loan the factions gyrocopters for personal use. Each can be refueled on the main airship, The Westwind. Additionally, the main airship, The Westwind, is able to relocate around the world to best suit your own RP needs. 

 

Becoming faction leader:

Should you wish to work for it, it is possible to become the faction leader and gain total access over the faction's resources.  This is done through numerous events in-game and finally through a formal application on the forum.

 

Hub: 

As a member of the faction you have access to the main airship, The Westwind. You can access the ship through the teleportation location ".t Westwind". 

 

Followers: 

As a member of the faction you have access to engineers and other members (NPCs) of the faction. These are named "Skyrat" and function as vendors for the guild. Your character may buy repairs and technological gizmos from these members.

 

 

 

Ship roster

Zeppelins: 

The Westwind

- Captain Duffraine

   - Crew (28 NPC)

 

Biplanes, gyrocopters, etc: 

 

Dragon's Breath (biplane) 

- Pilot Ironwit

 

Guild Gyrocopter

- Various pilots

 

Guild Gyrocopter

- Various pilots

 

Guild Gyrocopter

- Various pilots

Social (faction specific reading)

Spoiler

Social
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"There is one word in particular which can be used to describe the guild of air fanatics; Skyrat. Used fondly among its members,

it implies a total surrender to one's desires to be part of the great blue above. Two entirely different words, though true enough are; anarchist and drunkards.

The former comes from a feeling of feeling superior to others. I don't know when it started, but there is something about being above the world which makes you superior to all other. This, of course, is not entirely true, but the skyrats do feel raised above petty attempts at commanding authority above each other, often seen between Alliance and Horde military personnel. That isn't to say they don't respect authority; a Captain is the first and final word on a ship, but it's not a given right (in most cases), it's an earned one. You chose to fly besides your captain and that means you have to rely on that person for everything. Now that's something to respect.
The latter, drunkards, is... a side effect, which came into play after the construction of our cliff-based tavern. It has become a central meeting point for Skyrats and, with alcohol not permitted on ships, serves as an outlet for all to quench their thirst. Subsequently, with ships coming and going all the time, the party in the tavern is continuous and on-going. 
A tradition developed in the tavern, which would later spawn the game of "Mug War", where you could not buy your first drink. One is provided for you on your first visit. Depending on the man or woman behind the bar, they might tell you; You don't buy drinks in the tavern, only refills.

Let that be a lesson to you all. Keep your mug close. You lose your mug, you lose your right to drink."

 
Games
Races
"It can't come as a surprise to anyone that we like the big blue above. But what may come as a surprise, is we're very competitive. Be the best at anything, literally anything, within the family and you've earned yourself some shred of renown. There is only one thing greater than being the best at racing; and that's being the King of Mugs. But that's for later. Let's focus on races. 
So we like racing. We love the speed and we love the wind in our hair. Traditionally we start off from our cliff-side tavern, fly through specially designs rings held up by weather balloons. It's great fun, but surprisingly dangerous. See, one ring can only hold one and a half gyrocopters. An odd number, you might think, but it allows for some spectacular flying!  
The winner is rewarded with a V shaped medal AND, more importantly, allowed to pick next month's brew for the guild. If it wasn't clear from previously, we only have one type of alcohol - and we only do refills.
 
It's a big deal."
 
Mug War
The greatest game to develop for us is undoubtedly the fine game of mug war. Though infinitely complex, with its numerous moves and tactics, it can be simplified into one sentence; steal the other's mugs. Now it may sound simple, and when it first began it was. But people have learned. Stealing each other's mugs has become a fine art for the skilled. 
We only do refills. We've established that. So when someone steals your mug? You're not only mug-less, a title given to you by your peers, but you're also on a dry streak. The capturer keeps your mug until they see fit and upon returning your mug, they will have carved a notch into it. The notch of shame. So it should come as no surprise to you, whenever you see a skyrat walking about, that he has a mug hanging from either waist or close to his chest, always.
People who frequently play the game have created symbols of their own, to distinguish their marks from other. They have become a milestone for others to surpass.  The one who has made the most notches is aptly named "The King of Mugs" by their peers, one of the most prestigious titles obtainable!
There are, of course, unwritten rules to the game, though followed strictly. You don't steal from the new guys. They are given a gracing period of one week, before they realize their mug is missing, at least if they haven't paid attention to the game's rules. You don't threaten, beat, berate or otherwise inflict any harm, physical or mental, on the person you're about to steal from. It's a fine art and is not to be sullied. Misdirection and a silver tongue is key. 
 
Prince of boasts
Guys like to compete between who can piss the furthest or has bedded the most women. We're an odd bunch, but that's how we're wired. We quickly discovered that pissing, especially when indoors, is... problematic. Competing between who can bed the most women is hard as well. News flash, there ain't a whole lot of women among us. There are females, sure, but I'd hardly call them women. But I'm getting off track here. 
We needed a new sport. Someone once claimed to have flown through a hoop, wasn't even the size of a sewer grate. Someone else voiced that they'd once done the same, but with eyes closed. 
Thus, the game was invented. 
To become the Prince of boasts is simple. You outdo the others in boasts. Every skyrat competes with overdoing each other. When there ain't no one who can top it, you call 'Cheat'. Now there are various rules on calling cheat, many of which are made up on the spot. But the main rule is this; If you're told 'Cheat' the last boast has to be repeated. You said you bedded Captain Maryweather, got called Cheat? You better pray to whatever you believe in that you goin' to bed Captain Meryweather. 
If there's proof, you become the Prince. Fail? Ha, you're in tough luck. Fail to uphold your boast, you're the Duke of Fools. Don't sound half had, does it? Well, every deckhand will rejoice. As the Duke of Fools, it's your job to clean every ship, aft to stern. And you better believe you'll do a good job - fail and you'll get worse. 

Traditions
One on the house:
"The headquarters of the guild is located in a goblin port with little to no rules. As with all places goblin, selfishness rules and coins are the divine being. I think it was created to counteract that trend. We're a family, we help each other out. We're all selfish for our own reasons, but we believe ourselves above most pettiness. So when our first tavern was created, on the first night, drinks were on the house. You would be surprised to see all the disgusted goblin faces. To distinguish ourselves from the rest and remember our humble roots, it was decided that no one should go thirsty, ever. So the first drink is always on the house!"

Tokens:
"Traditions are a big thing in the family. By now you might have heard the word 'token' come up once or twice. Back when we were nothing, we didn't have any coin. So in their place, we gave tokens. Small, unique, pieces which were a kind of "I owe you". You would give a man a token and give him the sentence which followed with the token. At first it was only Westfall who had one, but in time it developed into a tradition among the guild. In recent times, when a person is promoted into either a trusted captain or pilot, the collective of current captains and pilots pick an object which fits the newly inaugurated. The sentence is luckily one the newly promoted makes themselves.
The guild is no longer in need of as much coin as it used to, so these tokens have gained a special property. Now, they are given as a thank you for a great favor.
There aren't any rules for redeeming one of these tokens and they aren't given out on a limp. But they are powerful.
To this day, they have only been given out once. And we went to war for that token. At least that's how the story goes. It was back before the guild was really established. But we treat it as true and we honor the tokens as if it was real."
 

 

 

 

Memorial (faction specific reading)

Spoiler

Memorial

  

 

 

 

 

Guild master Peter Dolan

 

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"Peter was the second founder of the guild. He and Edgar were a pair like you'd never believe. I don't often talk about them, but Peter is the reason I am who I am. They literally pulled me from the streets and gave me an opportunity. Peter died a suspecious death, but with no evidence, Edgar and I couldn't do anything about it. I know now, that the murderer was Joseph Emmelhart or someone associated with him."

 

  

 

 

 

 

Captain Stanley "Stan" Duncan

 

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"Stan was always a man after my head. He and I saw eye to eye on a number of things. Most notably we agreed that it was flying itself that was the pleasure of the world, not the gold we earned. When the Long Night started, Stan was my mouthpiece. Maybe if I had been there things had gone differently, but there's no point in lamenting the past. Stan was the ringleader who managed to steal the guild's Flagship, the Ulysses, shortly after the events of the Long Night. He died at the hands of a band of mercenaries. They lost the flagship, but I refuse to believe their deaths were in vain."

 

 

 

Captain Edgar Lee Westfall (Guild Master)

 

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"Edgar... Peter's other half and more of a father than my own bastardy version. He is the one who learned me the ropes of how to do this and that. He started small, worked his way up from flying a balloon to an airship of his own. I never knew much of his past. He was in the Human military, some big shot, once. Then he became a revolutionary, Stonehammers or something. Apparently a big deal. 

​...His death is what started the Long Night, the same suspicious circumstances as Peter's. When he died, it was clear who was behind it all. I never got to see his body."

  

 

 

 

  

 

 

Captain Lucy Maryweather

 

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 "I'm... not going to go into much detail. Lucy's contribution to the guild was invaluable. She fled with Duncan and was the reason the ship ever made it out of the dock. She met the same fate as Duncan when the mercenaries led by a Vrykul named Skaran killed her. I just hope her death was swift..."

 

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Guild Event Timeline

 

Events
The Airman's guild:
A race against time!
(World record attempt)
 
Express delivery!
(Preparing for the world record)
 
A farewell
(Parting with a loved one)
 
One for the Papers!
(Challenge completed, NEW world record!)

THE LONG NIGHT
 
The Skyward Empyrean:
Missing Property
(Thieves and scoundrels)
 
Fires in the sky
(Taking back what's ours)
 
A golden opportunity
(The chase is on)

 

Guild War

 

Downtown Trouble

(The hunt is on)

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ctrl+f "Raiet" - 0 results ... Okay, I see how it is..

 

ctrl+f "Kerin" - 0 results ... Okay, Verum...

 

This is heresy.. HERESY I SAY! nah just kidding, its actually pretty good RP you people should join.

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A compass has four extra smaller spikes that indicate things like North East. But it's no biggy! I am curious to see where this goes!

 

 

....You are totally trying to form NATO.

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I've decided to rewrite and rework my primary guild from a guild to a faction. This allows all players to use it as background for their current or future characters. I think it provides ample and fun opportunities to take part in the server's past lore, as well as open opportunities for players who want to be part of a established faction.  

 

 

The thread is still being reworked slightly. 

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I recently got a request for this guild and it has finally been updated. Feel free to use it for your own means. I can be caught on Discord, if you have questions. 

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