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[Clan I/T] The Bad Form (Sky Pirates) Goto Page: 1 2 [>] [»|]

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A Pirate's life for me
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[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Sun Aug 24, 2014 7:19 pm
This is the interest thread for the Clan that will be, as a whole, known as: 'Bad Form'. But as Individuals they will be known as 'Pirates'. Sky Pirates. Most will be Crew and only a chosen few, by the wear of their feathers (and the word count of their creators), will be able to be the Captains of their own floating rock ship.

Yes.

A floating rock ship.

One that is dressed by a Puppet Master, carved by Earth B'alam, and forged by the internal rage of a Fire B'alam. It is paw crafted to sail the skies as freely as a leaf in the wind.

Te avel angle tute:


~May fair wind always be in your sails, mi mora.


Take what you can, give nothing back,


.....and never forget, dead Tahtll tell no tales.
 
PostPosted: Sun Aug 24, 2014 7:20 pm
navigation.  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Sun Aug 24, 2014 7:24 pm
How it's possible.

In the realm of B'alam the wind colony is made up by a cluster of floating continents. A few of the smaller 'pebbles' of these floating islands, have naturally staggered off to be a free floating land mass. One that its wings sails on one particular balam's dreams and vision. With the help of the ingenuity of a few crafted friendships, a ship have been forged.

It is possible, through the powers and training of Magus, specializing in rock crafting, metal work, another gifted in inventing and all ingenuity. Their paws have come together to make a ship that will the first of it's kind.

A controllable, floating rock, that is the size of a human ship. A flying Air ship.

How it works:

*A floating pebble is taken from sky, by a series of ropes and jury rigging. Guided by the wings of wind b'alam.

*The small land mass is then fixed to the ground with a series of land anchors, to keep it in place as it is being carved by a Earth Magus, Fire Magus, and a skilled Inventor/innovator.

*The process take a series of moon cycles. (half a year in human years.)

*Also, to even be able to control such a land mass with sails it takes a wind magus gifted in the first lv of 'Trade Wind'. (**Whirlwind , Gale and Slipstream. ( List of Wind Spells) -Would be helpful but not needed.- )

*The level of control of spells vs. the Amount of wished mobility of ship. Because the float rock, that will make up the ships haul will be dressed with masts, sails, and a lot of rope. Rutters will be specifically crafted to help navigate the winds, but most of this is controlled by the Captain: A wind Magus that is skilled in Trade Wind.

*Anchors. Now, this is something that is only used if one really needs it. It's not neat or pretty. Think of a huge four-pronged fish hook, dropping from the sky only to hope to collect on a cluster of rooks and not a colony of poor unsuspecting B'alam. (This is something that shouldn't be utilized, unless in a emergency and I can't think of any reason why it would personally.) As land masses would be set-up purposely if the ship needed to 'dock' on land.

*Elevators. This is something that would be used to bring anyone without wings on to the ship. It is controlled by a series of Wing B'alam, that lower a plank down where unwinged/traveler's or crew can reach the ship without being able to fly.

*Sailcloth and the ropes are made from the water tribe's tanner, using leather from floofaloo.

*Rigging is made from the dark tribe's puppet maker.

*Canons have been invented by Chronos and Hook, after first discovering fireworks.

*Lanterns have been invented by Chronos

The catch:

To have such a vestal, it take a considerable amount of rp time and large word counts. And in such a lot of crafted bonds and plotting.

It takes a lot of skilled B'alam to create such a creation, and that is not including the crew needed to fly such a thing. Obviously this is a huge advantage, and the requirements are strict.

What is needed:

A Fire Magus that knows : Flame charmer and Fire breather. That is also skilled in metal craft.

A Earth Magus that knows: Stone Cleaver, Stone Shaper, and Earth Raiser.

A B'alam that is skilled in leather works and tanning

A B'alam that is skilled in Engineering.

A Wind Magus that Knows: Trade Winds lv 1 (at vary least)

The Ability to gain resources. (Leather, wood, metals, ect)  
PostPosted: Sun Aug 24, 2014 8:11 pm
The Lore.

Once upon a time there was a Wind B'alam that was concerned about where he was going to hide all his loot and if it would be safe....

That vary same B'alam was just so happened upon by another wing b'alam one night. After a deal with a trade of aged sugarcane from a hidden barrel and a promise, they had became the best of friends. Which lead to the creation of a inebriated drink and after a few test 'sips'; a big 'what if' was created:

What if, one of those big floating rocks could be controlled and sail as easily as they could upon their wings?  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Sun Aug 24, 2014 8:25 pm
Diversity of a group.


This colony is going to one of a lot of different groups, much like how there are many different sailor's in the world, they all come from their own back ground and have their own beliefs. Yet they all have a common love of sailing the skies, share a common greed and follow a common code.

The Pirate's Code of Conduct.


This Code has been set forth by the first pirate that was first to command wind to his sails:

All Followers of the Code pledge to be bound together as a brotherhood of pirates, sharing alike in one's fortunes and troubles. Every member shall have an equal vote in the affairs of the moment and equal share of the provisions. Every pirate shall obey the Code. Anyone who fails shall be marooned on a deserted floating island, and left aloft with a loaf of bread, a bottle of water (or Blood). Be they of feather Wing, they be plucked. Be thee of leather wing, they membrane torn...

Every ship will have their own set of 'Articles' or rules, but as a colony these are set forth for all pirates to follow:

No cubs to be harmed or stolen.

No physical quarrels on the Jolly Rodger, or at Port*. (Or declared 'safe zone' *To be stated in future Plots)

No Slave Trading.

No punishing a b'alam with out just cause, they will be tried amongst their crew.

Each Ship is it's own 'state' of existence, there for what might be 'okay' on one ship is not okay on another. See 'Pirate Articles of Agreement', which pertain to each ship and it's Captain.

Captain of the ship, is judge and executioner.

If a pirate is captured by an enemy ship, he has the right to declare parlay, or temporary protection, until he may have an audience with the enemy captain. At this point, he cannot be harmed. Parlay is not considered concluded until said captives and captains have completed negotiations.

A mutiny can be declared on a ship, however each challenge will be made and dictated by the rules of combat and dueling method of "the brawlers guild'. In such, word count and skill Points will need apply.

Every captain has the opportunity to challenge the 'Pirate King' for the right of 'Pirate King'. However each challenge will be made and dictated by the rules of combat and dueling method of "the brawlers guild'. In such, word count and skill Points will need apply.

Any pirate that sides or associated with the light b'alam known as Morning Star will be branded a 'Black Spot' and marked for death, crew does not make an exception. However, the dealing of the crew will be left to conquering Captain.

Pirate Articles of Agreement:


This is the set of rules that is place on a ship that it's Captain has put in place and joining crew member has agreed upon. Each Article will need to have a list of punishment included.

Articles of the Jolly Rodger:


*The captain of a ship is to be elected by a majority vote of its crew. If any time a crew, with sufficient evidence, finds their captain to be lacking in ability or offensive in nature, a new captain may be freely elected amongst the ship's members. The captain shall be made aware of the situation and will graciously step aside, assuming another position on the crew. Failure to follow this procedure will be deemed mutiny.

*Every Tahtill or Nahtlil shall obey civil command; the captain shall have on full share and a half in all prizes. the QuarterMaster, Mason, Boatswain, and Gunner shall have one share and quarter.

*Every member shall have an equal share of fresh provisions, however they may be acquired, and may take pleasure in such provisions at will, except in times of scarcity. Until said scarcity is voted over, it is necessary for the common good of the crew to adhere to rations. Anyone who takes more than their equal share of provisions at any time shall be marooned.

*Each Tahtll or Nahtlil shall keep his claws, teeth, horns, and Wings clean at all times and ready for action. Neglect their Business, shall be cut off from their Share, and suffer such other Punishment as the Captain and the Company shall think fit.

*If a pirate is the first to locate a prize and should find among this plunder a weapon that is better than his own, they may take it as their own. The rest of the items will be chosen in turn with the captain first, master second, and so forth in seniority. Ship's musicians may lay claim to any instruments found among the spoils.

*No pirate shall strike another while onboard the ship. In the event of such an occurrence, the quarrel shall be resolved by a 'brawl' or in another agreed upon manner as deemed by the captain. Limbs or other body parts lost in duel are not to be compensated as those lost in battle.

*If any Tahtll or Nahtlil shall offer to run away, or keep any secret from the crew, they shall be marroon'd with one Bottle of Water (or Blood).

*No man shall game for scales in any form, whether it be with cards, dice, or ect...

*The captain shall have two shares of a prize. The quartermaster shall have one-and-three-quarter shares.The master gunner, and boatswain shall receive one-and-one-quarter shares. All others shall have one share each.

*If any Tahtll or Nahtlil shall steal anything in the the value of a piece of a scale, they shall be marooned or mauled.

*If at any time we should meet another marrooner that Tahtll or Nahtlil that shall sign their Articles without the consent of our crew, shall suffer such punishment as the Captain and crew shall think fit.

*He who falls behind shall be left behind.  
PostPosted: Sun Aug 24, 2014 8:36 pm
What does the colony look like as a whole:

Essentially it is a nomadic colony, with a console that has a leader. The leader is the 'Pirate King' and the console is made up of the Magus that have a ship, and have the Rank of 'Pirate Lord', will have a say in what the colony does. However the over all decision is finalized by the Pirate King.

The ships act like a 'nomadic village', that leader is the Captain/Pirate Lord. The culture of the ship is up to the captain, provide that they follow the Code.

*Later plotting, as it will take time in story, there will be a main 'port' like area where ships could dock, find rest and gather.

Relations with other tribes:

This is again will relate to what the Pirate Lord/Captain decided and the relation to their clan..

For the Jolly Rodger:

Tribes:

The Wind Tribe: [Highly Respected] These are brothers, and Sisters. The Pirate King, Hook and Wind Magus, Shadnar have a relationship of unspoken understanding.

The Earth tribe: [Highly Respected] Hook is indebted to both the Magus' for the completion of his ship. There is an Agreement between this clan, he runs trade for the tribe between it's own colonies

The Light Tribe: [Neutral] There has been no talks between this tribe and it's leaders.

The Water Tribe: [Respected] Friends, there is an Agreement to trade world knowledge to help fill the library with maps, and stories. This is where Hook learned to read and write.

The Dark Tribe: [Highly Respected] One member is like family to Hook, and there is a unspoken respect with the Dark Tribe Magus and have an agreement of trade.

The Fire Tribe: [Neutral] There has been no talks between this tribe and it's Leaders.

The Ice Tribe: [Neutral] Can't really get over to the area, do to weather conditions.

Clans:

The Eternal Quilt: [Hated] It is stated in agreement with the Crafter's of the Jolly Rodger that there can be no alliance with this clan. However past dealings, had already caused Hook to already resent this clan.

The StromBlessed: [Natural] Nothing is known about this clan.  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Sun Aug 24, 2014 8:44 pm
Requirements:

To Build a Ship:
(This is something that will need to be explained in Rp, or plan for future backlogging.)

A relationship and explanation will need to be proven, for consideration to join the clan with a ship that a Wind B'alam can call their own.

A Fire Magus that knows : Flame charmer and Fire breather. That is also skilled in metal craft.

A Earth Magus that knows: Stone Cleaver, Stone Shaper, and Earth Raiser.

A B'alam that is skilled in leather works and tanning

A B'alam that is skilled in Engineering.

A Wind Magus that Knows: Trade Winds lv 1 (at vary least)

The Ability to gain resources. (Leather, wood, metals, ect)

To Be a Pirate Lord:

Must fulfill requirements for Captain, and have proof of ability in knowing all the Wing Magus Spells.

To Be a Captain:

Must be of the wind tribe

Must have a Pirate Name that is different from 'real name' and their 'gypsy name'.

This will require the completed art work and proof of growth of Magus lines. As well as proof of at least 'Trade Wind lv 1' as a obtained power.

Every Captain has a 'flag', it's a marking or symbol on the 'wrist and thumb' of their wings. (Hook has a Pegasus) *It will be wing tribe omen, that one will destined to be a Captain. (If a desired Captain doesn't have the marking, it can be edited on, via the shop and requested by when slots open for edits)

One must have a crew of at least: 8 souls (This a skeleton ship.)

To Be A Crew member:

Can be any tribe.

Only loyalty to the Captain and ship is needed.  
PostPosted: Mon Aug 25, 2014 12:04 am
Terminology:

Pirates: For the most part a unruly B'alam that Sail the High Skies, aboard a paw crafted flying ship.

Mutiny: An open rebellion against the proper authorities, especially by soldiers or sailors against their officers:

Parley: A conference between opposing sides in a dispute, especially a discussion of terms for an armistice.

Pirate King: This is the ruler of the Clan of Pirates, that is in charge of the Pirate Lords, Captains and Crew.

Pirate Lord: This is another term for a Captain that is in possession of a ship, a crew and all the spells in the Wind Spell Tree.

Captain: This is the Wind Magus that is in Charge of a Ship and it's crew. They have at least one Magus spell that is 'Trade Wind lv 1'.

Scale: The scales from a Light b'alam. They hold the value of trade for the pirates as merchants, crafters and armor makers use them in their work. Think of them as 'pieces of eight' or 'coin'

Marooned: The act of stranding a b'alam on secluded floating rock.

Plucked: It's the act of pulling feathers from a Wing b'alam's wings, or tearing the Membrane of a dark b'alam's wings.

Maul(ed): It's the act of scratching and tearing another B'alam.

Pirate Articles of
Agreement: The set of rules that is put in place by the captain, and agreed upon by the crew. It is sworn on and signed when joining the crew.

Pirate Code: It's the over all set of rules that every Pirate would know. It is higher authority over a ships Articles of agreement.

Quarter Master: This is pretty much the 'Manager' of the ship, that is second to the rank of captain. They hear what the crew his to say and take care of the more 'civil' disputes. They are in charge of distributing food and other essentials. They also are the ones in charge when the Captain is away. Serious crimes are tried by a jury of a crew, but the Quarter Master has the Authority to punish minor offenses. They keep record and account books for a ship.

Vote: Actual Definition: a formal indication of a choice between two or more candidates or courses of action, expressed typically through a ballot or a show of hands or by voice.

Brawl: It's a duel that is based off a dice set up dice system which could be found here:

Weapon Master: This Pirate makes sure that the weapons of the ship are in working order, as well the weapons of the crew. (Horns, Claws, Teeth, Wings, and ect.)

Boatswain: A ship's officer in charge of equipment and the crew. This means, he was in charge of making sure the ship is in good repair, working order, stocked and reporting it's state to the captain. Also they are the one in charge to weigh and drop anchors. Commanding sails, and dropping the plank. This is pretty much the 'assistant manager' of the ship.

Sailing Master: This is the Pirate that is in Charge of the ships Navigation, and is most of the time taken by the role of the captain, as they are the ones controlling the winds of a ship for direction.

Mason: This is the Mason that keeps the ships haul in good repair, being of the earth tribe would be helpful, but not needed.

Rigger: Pirates that work aloft to mind the rigging to tighten or release the sails. It helps to be a wind time, to avoid the risk of falling, but not necessary....

Cabin Boy: This is the Cub that works as a servant aboard a ship. One that has aspirations to becoming a pirate.

Swabbie or Swab: This a Remember of the crew that swabs the decks and keeping them clean. It's not a rank, but rather the act of doing so. It can be used in slang for someone another doesn't hold in high regard.

A. B. P.: 'Able B'alam Pirate'. It's a B'alam that is the common sailor that knows how to steer the ship in purposeful navigation, rigging, and how to read the skies, winds, weather, and Commanders.

Mate: This can be used as a term for a 'friend', but on a ship it is also a position that usually is that of a apprentice to QuarterMaster, Master Gunner, Captain, and Boatswain. The Mate will also be in charge of manning and using the Plank, as well as hooking up the rope anchors

The Plank: It's in short the 'elevator' that is manned by two winged B'alam to lift any non-wing passenger to and from the ship.

A Share: a part or portion of a larger amount that is divided among a number of people, or to which a number of people contribute:  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Mon Aug 25, 2014 12:20 am
Ranking:

In clan talks:

The Pirate King > Pirate Lords > Captains.

Aboard a Ship:

Pirate Lord/Captain> Quarter Master > Boatswain > Weapon Master > Mason > Mates > Crew

Members of the 'crew' included: Riggers, Cabin Boy, Minstrel, Cook, Sail Master.  
PostPosted: Mon Aug 25, 2014 12:34 am
Territory:

No Land Territory.  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Mon Aug 25, 2014 12:35 am
Future Plots:

More Captain and Ships, which will need a crew....^-^

A floating home 'safe port' where Pirates Lords, and Captains can meet for discussion and trade.  
PostPosted: Mon Aug 25, 2014 12:54 am
Memeber's list
In Order of ships, her captain and crew.




The Jolly Roger:

(art pending)

[Accepting Crew Members]
Captain: Hook.
Quarter Master: Edward Teage (Character Pending)
Boatswain: Ringabel
Weapon Master: Edea
Mason: N/A
First Mate to Captain: Jim Hawking
Second Mate to QuarterMaster: Jack Sparrow (Character art work pending)
Crew:
Talltale (Minstrel)
ShortChange (Rigger)
Toothless (Night look-out and Rigger)  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Mon Aug 25, 2014 1:15 am
Time Line  
PostPosted: Mon Aug 25, 2014 1:28 am
RolePlays  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Mon Aug 25, 2014 1:29 am
Application

To be Crew:

[align=center]Sign me up![/align]
[align=left][b]UserName:[/b] [Please don't skip this one!]
[b]B'alam:[/b] [img]Img Right Here[/img]
[b]Name:[/b]
[b]Pirate Name:[/b] [This will take the place of B'alam's known name while aboard ship]
[b]What Ship:[/b][ Crew Must have an Opening ]
[b]What Position of Crew:[/b] [What area are you interested in applying for, (Higher ranks only available if stated upon)]
[b]Do you Agree to the Articles of Agreement for Applying Ship and Captain?:[/b][Yes or No]
[b]Do you Agree to the Pirate's Code of Conduct? [/b] [Yes or No]
[b]Why does this b'alam want to be a pirate?[/b]
[b]Plot Ideas?:[/b]
[b]Strengths:[/b]
[b]Weakness:[/b]
[b]Any Additional Info:[/b][/align]

[quote="[ Radical Dreamer ]"][/quote]


To be Captain:


To be Pirate Lord:

 
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