There will always be misfits and misunderstood people. There will always be adventurers and those who are persecuted in search for the ultimate haven. This is the place for you. The fact that you are here, reading this, means that you are worthy. You are deserving of that haven. Do your best, and enjoy your stay.
Welcome to the Silver Fleet. To the Silver Sky!
This introduction to the Silver Fleet will get you up to speed with the history of the Silver Fleet and what it's about, as well as all the things you should know about the organizational structure of the Silver Fleet.
History
For thousands of years, the legend of the silver skies, a utopian heaven where the silver skies protect all who were bellow it from all, where eternal peace resided, and where hapiness would be ensured, was told to the children of all nations.
In the year 800, approximately 200 years ago, once upon a time, a great woman called Shaylendra Alexandra, the great and mysterious founder, heard this child's story. She took it to heart and strived to make it real. Little is known about the great founder. All that is known is that she was a rare user of any number of the outer paths, and that she was a very charismatic leader. When describing women in the past, many make a point to describe their beauty, yet most records about the great founder mainly mention her strength, her miracles, her spirit and her charismatic leadership. She had started with a small ship and gathered followers along the way. With time, she had accumulated more and more followers and her fleet, dubbed "The Silver Fleet" had become an important power in the world.
Later on in her life, she decided that she would not be able to see the Silver Sky in her lifetime. Thus, she converted her flagship flying fortress, the massive ship previously called The Silver Spirit, into a Bustling City state. She had made it into a haven for those in need. She named it Argenta and set about to make the Silver Fleet a uniquely independent City state, with all of their teritorries in the skies.
Organizational Structure
The Silver Fleet is a democracy with its capital being Argenta. Argenta is a flying city and the center of the Silver Fleet. It is where 90% of civilians reside. The Grand Admiral holds executive power and is re-elected every 5 years. The parliament holds legislative power, and the sky arbiters hold judicial power.
In terms of the Silver Fleet's main "Adventurer's" branch, the fleet is divided into 4 Corps.
The first corps, the Argenta corps, are made mostly of policing forces and emergency responders for the city of Argenta, with a seperate division called the "Sky Guardians" serving as the main specialist forces. This is a group of elite soldiers that only respond in special needs and emergencies, and is under direct command from the Grand Admiral.
The second corps, the Inner corps, are tasked with guarding the city of Argenta. Equiped with the best military ships available, they function as essentially the main outward barrier for the city of Argenta. The best of the best outside of the Sky Guardians, the brigades of this corps are tasked with ensuring the preservation of Argenta and the Silver Fleet.
The third corps, the Outer corps, are the border guard of the Silver Fleet. They patrol the outskirts, flying hundreds of kilometers from Argenta, and are the first line of defense. They are also the first responders to alerts by the Scout corps and perform various utility tasks. Finally, they also act as reserves for the other corps.
The fourth corps, the Scout corps, are the main recconaissance division, where all brigades are tasked with scouting ahead from the fleet and relaying information to the Outer corps, while also conducting first contact with civilization. They are allowed to roam freely so long as they perform regular reports.
The 4 corps have multiple Brigades within them which function as main units of command. In these brigades, personell will be split into teams of 3 or more, called "Units".
Welcome to the 75th Brigade, and presumably on board of the Skystrider. We are part of the Outer Corps, but you should already know that. Anyways, here are some info you need to know about this brigade:
Our duties
As part of the Outer corps, we basically do external missions, such as diplomatic missions and trade missions. Mostly, when the Scout corps find something, we deal with it. Or, if command needs something to be done, and it's not major enough to mobilize the Inner corps, we are ususlly the people they go to. We also function as a sort of border partol and first line of defense for the Fleet. Finally, we also provide reserves for other corps.
As for your individual duties, you should be assigned to it by now. Standby roles are done when you are off-duty, and Field roles are your designations when in action. You will be placed in teams of three or more supervised by senior officers. Do try to get along with your teammates.
The Skystrider and other Ships
The 75th Brigade has many ships to use as we see fit. Our main flagship and the ship you will spend most of your time in is the Garuda Class ship, the Skystrider. This is where you will reside and do most of your activities. It's a fairly advanced airship outfitted with the latest in runic arts and technology. We also have a few Eagle class transport and scout ships, to check the exact number please look at the updated information in the helpdesk. Aside from that, we are also outfitted with many Sparrow Class fighters. If you are a sky officer or a sea officer, it is best that you learn of these ships.
Standard Paraphenelia
Here's a list of your standard paraphenelia available when you join the brigade:
Multifunction Tool: A block that utilizes reserve mana to transmute itself into various tools as needed, such as a knife, a hammer, a screwdriver, and so on.
Protective Rune: A protective rune that's tattooed onto you. Harnesses your prana to generate a protective field so you have a minor layer of armor and survive in the pressures of the ocean and the skies
Wing Rune: A rune powered by a chi generator that enables you to temporarily take flight and swim at high speeds. Top speed is about 200Kph. If used moderately, it should hold out for at least 4 hours on a full charge. In top speed and stressed in quick movements in battle, the active time decreases to less than 2 hours. Will automatically charge off of chi if left alone.
Binoculars
Reinforced Rope
Enchanted Compass
Multifunction Facial Rune: A rune placed on your neck that has a few functions, first, it lets direct communication with other members of the Silver Fleet over distances less than 1km to be possible. It also forms a rebreather that will help breath in high altitudes and in water. Finally, it also allows for limited light projection from the sides of the head for the dark.
For other things such as weapons, please explore the brigade armory and catch yourself up.
This section is for useful information about how things work in the world, a layman's introduction to advanced concepts, meant for RPers, as characters in universe should already know this stuff.
Introduction to Magic
Magic is a general term for the various non-physical energy sources that are utilized in Wizardry, Magecraft, and Sorcery. There are basically 3 types of magic as a form of energy: Mana, which is the natural energy of the world stored in inanimate objects. Usually objects have different concentrations. Higher concentrations of mana are usually found in Crystalites, for example whilst regular air or dirt might have much less. Prana, which is the natural energy from living beings. Usually, prana is utilized from oneself, and the ammount of prana is as much pysical attribute as strength and speed. Lastly, Chi is merely the natural energy of the "outer universe" more colloquially known as the spiritual world.
Extraction of magic from these sources vary, but in general several ways to extract them include: Technological basis of extraction systematically integrated to a specizlised tool, most commonly utilizing mana; Raw control using movements and will, usually utilizing prana; Rituals and Runes, using belief and thaumaturgical principles to draw out magic to be used for a specific purpose, usually used to draw out Chi. Incantations are an antiquated, though still usable way to use them as well.
Magic, however, can't be used by all in the same way and with the same efficacy. Most people are able to utilize magic to do most things, but are naturally inclined and have an affinity for a certain aspect of magic use. If you do not know your affinity, at the back of this book is a paper that is basically a litmus test for it. The paper will change color indicating your affinity. The classifications of magic use are as follows:
Mental: the utilization of magic to form mental links, enabling various possibilities, for example long range communication. Indicator color: Magenta
Physical: the utilization of magic to manipulate living organic matter, for example for healing. Indicator color: Green
Mystic Force: the utilization of magic to control or energize matter as if it was a force in and of its own, for example hydrokinesis. Indicator color: Yellow
World Force: the utilization of magic to control the fundamental forces of the universe, basically the power to control physical laws such as gravity. Indicator color: Blue
Projection: the utilization of magic to form "magical matter", for example creating constructs which dissipate over time. Indicator color: Cyan
Transmutation: the utilization of magic to manipulate and modify matter, for example changing the shape of metal or combining two metals into an alloy. Indicator color: Red
Outer Path: Life: theoretical and mythical ability to utilize magic to control the soul, life and death. Indicator color: White
Outer Path: Void: theoretical and mythical ability to utilize magic to control space and time. Indicator color: Grey
Outer Path: Chaos: theoretical and mythical ability to utilize unpredictable and unknown exotic materials such as anti-matter and dark matter. indicator color: Black
Does this mean that a person can only be profficient in one aspect? No, one can have basic training in all except the outer paths, and be competent in them. One can also train to attain expertise in an aspect outside their affinity, however one will always have one aspect that they will gravitate to. The exceptions are the outer paths, which are extremely rare to the point that they are considered mythical and theoretical.
It should also be noted that you needn't have detailed explanation of how your magic works, it just affects how your magic works in practice. e.g. someone mainly creating water through projection would not have the benefit of that water staying around, as it would dissipate into mana eventually, while someone using Mystic Force would be able to control actual water, but wouldn't be able to create water.
Skyship Classification
There are many specific classifications for skyships, but the easiest way to classify them is by size (instead of role, function etc.):
City Class: The largest ship class to date, rivaling cities. Currently only Argenta qualifies for this in the known world.
Fortress Class: As the name would imply, as large as fortresses. Usually main carriers and flagships are this large. The Inner Corps have a few of these ships.
Guardian Class: Slightly smaller than fortress class ships, dragon class ships are usually heavy battleships, large transport ships, or simply smaller carriers. Some flagships of the Outer Corps are of this class.
Garuda Class: Large, but usually still mobile ships that form the majority of Outer Corps flagships and some Scout Corps flagships. The Skystrider is in this class.
Albatros Class: Highly mobile yet still relatively large ships usually used as the main flagship of the Scout Corps as well as transport ships.
Eagle Class: Small ships usually used for transport and larger fighters.
Sparrow Class: Small ships usually only able to fit one person, the pilot. Mainly used for highly mobile and agile fighter airships.
Threat and Hazard levels
There are various levels that are used as labels for threats and hazards, the basic of which can be seen here:
Fox Level: Threats that can cause individual casualties
Wolf Level: Threats that can cause severe group casualties
Phoenix Level: Threats that can cause city wide destruction
Dragon Level: Threats that can cause multi-city destruction
Angel Level: Threats that can cause continental destruction
Archangel Level: Threats that can wipeout the world if unchecked
Level of Technology
In terms of conventional technology, generally the level of technology featured in the club paralels that of the technology between the 16th-18th centuries in our world. The main difference is that the abundance and versatility of magic has caused technology to primarily focus on harnessing magic instead of other power sources. In terms of combat, gunpowder is not only rare but the technology for it is also not very advanced. Because of the versatility of magic, melee weapons are also still relevant. As a general rule, tech that would suit steampunk and fantasy genres would suit this world, but sci-fi and urban tech wouldn't.