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EVE-Online RP Discussion and Resources => Player Driven Content => Topic started by: Mizhara on 19 Jul 2015, 12:13

Title: Minmatar Neutral Ground
Post by: Mizhara on 19 Jul 2015, 12:13
Deck23 - Accorded Neutral Ground

The blast doors serving as entry has had it's former designation sanded off and now a red and rough paintjob proclaims that you're entering Deck23. A newer addition is a placard proclaiming the place to be Neutral Ground as laid down in the Accords of old, predating even spaceflight for Matari. In essence, this means that all Minmatar are afforded safe passage to and from this place and their safety is guaranteed within for as long as they remain. It is unthinkable for a Matari of the Tribes to violate this.

The place seems to have gone through some changes. Less dilapidated and dusty, it still has a rough edge to it, as furnishings and decorations from all Minmatar tribes gives the place a slightly chaotic but warm and even peaceful feel to it.

There are both capsuleers and non-capsuleers here, particularly noticable are official representatives of each Tribe in their assigned places to assist with any matter of diplomacy or other matters of tribe.

There's a few booths providing privacy for those who want it, but the main congregation area for capsuleers seems to be the long and utilitarian looking bar. Over the bar itself hangs a few signs detailing rules of behaviour, amongst them that discharging a live weapon or brandishing a melee weapon will get you shot. Non-Minmatar guests will be politely shown out. The bar also contains access to a formidable kitchen and it is highly unlikely you will be able to order something they can't provide.

The music is rhythmic. The beat of the drums. The chants of different Tribes mingling together. Strings and flutes effortlessly dancing around each other. There's a chaotic beauty to it. It is the sound of Matari warriors, farmers, children, parents, artists and all things, recognizable to those who have lived among the Tribes.


Rules (both IC and OOC, consider your character informed before entering):

1. No violence.
2. Take heated arguments elsewhere.
3. There will be no harassment based on faith or allegiance.

Breaking the rules will have consequences determined on a case by case basis.

Location:

Intentionally vague for accessibility purposes. Assume that it is in a lowsec station in a system with direct highsec connection, no factional limitations or threats. Visitors will be given access to instawarp bookmarks for when they leave, so they can avoid worrying about being camped or inconvenienced by the usual lowsec/factional threats. Deck23 also employs eyes on each gate so visitors can enter system and station safely.


Sebiestor Tribe Area:

Advanced climate controls, probably a legacy from when this place stored various temperature sensitive cargo, sends a shiver through those who approach the Sebiestor tribe's part of Deck23. The chill in the air will be welcomed by those who miss the northern home of the Sebiestor, even if only because it gives an excuse to wrap oneself into one of the many furs draped around the comfortable wooden and leather furniture that appears to be genuinely lifted from home at great expense.

Great care has been taken to decorate and furnish this section of Deck23 to incorporate elements of both the nomadic and settled clans of the Sebiestor, and a keen eye will also notice that almost everything has a subtly embedded communications jack or other signs of advanced technology. There's even a couple of workbenches for a few different kinds of engineering in the area.

In front of an admittedly small fireplace sits a robed and pale man covered in clan chief tattoos identifying him as the leader of the Starbridge clan, who have proven themselves instrumental in the Sebiestor tribe's work to try and integrate those of Sebiestor blood to the tribes.


Brutor Tribe area:

Much like the Southern Archipelagos of the Old Mother, when one enters the Brutor section of the Accord Neutral Grounds they will immediately feel the heat and humidity at which the climate controls have been set. This does not seem to bother any of the Brutor who make up this section; many choose to go about their business in only a thin shirt or even bare chested, allowing their tattoos to be seen by all. For those wishing to emulate the Brutor, or simply escape from the repressiveness of the their clothing may do so in an area has been set aside near the entrance.

The decor of this area has also been arranged to mimic the tropical homeland of the Brutor. Wood flooring and bamboo paneling has been laid out, along with tropical plants, all adding to the illusion of being planet side. 

True to their martial heritage, a practice and combat area has been set aside where any one can hone their abilities, test their skills against others, or simply meditate through motion. Racks of practice weapons have been laid out to a side for those who wish to use them. A few craft stations have also been set up for those more artistically minded. A gathering area takes up the rest of the space, with water and some other small refreshments are made available.

Brutor Section contributed by Cain Aloga, thank you.

Vherokior Tribe area:

As guests pass a shimmering sound and temperature curtain a blast of hot and dry air hits guests like a small furnace. While it can't perfectly mimic the searing deserts the Vherokior used to rule as nomad clans, a quite close approximation has been achieved by the climate controls and furnishings in this quite distinct area. Fine rugs cover every inch of floor space, seemingly having been decorated in textures rather than colors. Piles of pillows and low wooden furniture are scattered around the area and a thin reddish veil hangs from the ceiling covering this entire segment of Deck23, creating the illusion of a large and thin shaded tent in a desert.

Entering the Vherokior area is always a new experience as new people, new smells and new sounds occupy the otherwise dimmed area. Traveling craftsmen show off their goods to anyone who might be interested. Wandering mystics sits hidden behind a cloud of incense and provides spiritual guidance, Voluval reading, and fortune telling in return for a small donation to anyone who dares to seek them out. Merchants travel from afar and seek to strike a good deal or sell something under the table. And adventurous drifters look for their next hire or tell the stories of their previous ones.  Likewise the music and entertainment is provided by artists from various clans from all corners of the Minmatar Republic and New Eden. One of the most common is being a Vherokior throatsinger with a traditional string instrument, playing and singing entire several hour length tales, histories and legends of the Vherokior (https://www.youtube.com/watch?v=qx8hrhBZJ98).

Vherokior section description expanded and improved by Mizhir.

Krusual Tribe area:

Grey, semi-transparent, geometrical panes of glass criss-cross in seemingly random, natural patterns - almost as if a patient child had ordered the shell to their will alone. Shapes of ancient, rusted weapons, of bloodied stone and triumphant warriors can be glimpsed between the layers of cloudy glass that make up the division between the Krusual enclave and the rest of Deck23. Above the entrance, indented in the material rather than written, is a single word. A reminder of home, and of defiance. A reminder to all matar who look upon it. "Tronhadar"

Within, the air is cool and dry, and the lighting is dim. Enough to distinguish the features of the few others in the room. Almost every single inch of floor, wall and ceiling is covered in soft, geometrically cut materials, fitted together to isolated without becoming cluttered. A few traditional, warm pelts are strewn into recesses in the walls, for use by the weary.

There are many small nooks and crannies, arrangements of furniture more than actual alcoves, for those that wish privacy. A great many books, pridefully focused on Krusual achievements as ground fighters, intelligence operatives and scientists, are organised to lie beneath each table. The atmosphere is quiet, though a low din of horn, flute and string music masks the conversation of those who wish to keep their words private.

Krusual section contributed by Calania, thank you.

Nefantar Tribe area: To come, seeking volunteer writers.

Thukker Tribe area: To come, seeking volunteer writers.

Starkmanir Tribe area: To come, seeking volunteer writers.


Bar Menus:

Accorded Neutral Grounds have traditionally tried to gather all kinds of traditional food from all tribes, in order to make it feel as welcoming as it can. Deck23 have continued and expanded that tradition by acknowledging that guests will come from places throughout the cluster and will be used to all manner of diets and cuisine. To this end the kitchen has - at great expense - prepared itself to serve orders of everything from dishes only seen in Amarrian courts, through popular federation fast food, Khanid delicacies, rarities from the State and even the food common to slaves across a wide swath of slave populations in the Empire.

On the other hand, getting the experience in preparing these meals is a different thing entirely and those ordering more exotic fare might find that the cooks and chefs hiding in the kitchen still have things to learn. The only thing we guarantee is that it won't kill you. Today, anyway.
Title: Re: Minmatar Neutral Ground
Post by: Korsavius on 19 Jul 2015, 14:07
So Kor won't have to come in dressed in traditional heathen tribal clothing just to blend in?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 19 Jul 2015, 14:33
Dressed however you want. All Minmatar (except Sansha) are welcome and will be afforded Right of Safe Passage in accordance with the traditions older than spaceflight, agreed upon by all Tribes since days past. These Accords will be inscribed on the walls and failure to adhere to them is punishable by death (and for capsuleers, death and exile).

No Minmatar owing allegiance to a Tribe would even contemplate breaking such accords. It'd be unthinkable.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 19 Jul 2015, 15:14
Edited post to contain the temporary motd from the channel. When I let the channel go live, the motd will be removed from the channel itself and replaced with a link to the original post where I have better formatting options and more room for flavor text without making it unreadable in-game.
Title: Re: Minmatar Neutral Ground
Post by: Elmund Egivand on 19 Jul 2015, 19:37
Will there be...coffee?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 02:30
As Neutral Ground, Deck23 recognizes that people from different places may have gained very different tastes than a planetbound Minmatar, so there'll be an extensive menu of both food and drink from the entire cluster. Ironically enough, the intricacies of different clans within the tribes when it comes to "traditional cuisine" can be complicated enough that you're more likely to find a rare Khanid delicacy on the menu than something specific to a clan.

Yes, there's coffee.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 04:41
OP changed to contain the current Deck23 description. It has been linked to in the channel motd and will serve as the channel desc from now on.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 05:48
Seeking volunteer writers to fill out the descriptions of Tribe areas. I could cobble things together for some of them myself, but as I've primarily delved into Sebiestor PF I am likely less competent dealing with other tribes than my own. If you write a description, please clarify if you're using PF or player-canon stuff. Player created content is just as good as PF sources when it comes to these things, I feel, since CCP has unfortunately shown far less effort in Minmatar worldbuilding than the community did over years and years, so don't feel like you have to hold back.
Title: Re: Minmatar Neutral Ground
Post by: Nissui on 20 Jul 2015, 06:58
Thank you for putting this together, Mizhara, and so quickly. Does Deck23 have a 'home station' where we can dock in-game, or is it more of a speakeasy where we are 'informed' of the physical location?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 07:15
To make it available to anyone, it'll be located in an unnamed lowsec station somewhere near but not in the actual warzone. This will let anyone dock no matter their allegiances, sec status etc. While I could go to the trouble of doing it in-game, I feel it's a bit overkill, so simply assume that anyone coming to Deck23 will also be given an instawarp bookmark that allows them to get off the station without fearing camps etc and can then enter highsec if they wish, unharmed.

Edit: Updated OP with this information.

I don't feel like specifying a system/station will help as inevitably someone will be unable to come there in-game. Let's just keep that bit vague.

I'll make the IGS announcement about Deck23 at some point today.
Title: Re: Minmatar Neutral Ground
Post by: Nissui on 20 Jul 2015, 08:47
Sounds good, thanks again.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 09:25
Bloody misclick, quoted instead of modified. Derp.
Title: Re: Minmatar Neutral Ground
Post by: Pieter Tuulinen on 20 Jul 2015, 09:48
Just checking - non-Minmatar can't visit for any reason?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 10:04
Decided on a case by case basis, but at the bare minimum it'll require a Minmatar escort and vouch. Ask IC when appropriate.
Title: Re: Minmatar Neutral Ground
Post by: Pieter Tuulinen on 20 Jul 2015, 12:34
Decided on a case by case basis, but at the bare minimum it'll require a Minmatar escort and vouch. Ask IC when appropriate.

Sounds good. I'm not interested in being an RP asshole, but would like to have an 'in' to socialise with more Minnies again. I can probably hit up Aya or someone for an invite.
Title: Re: Minmatar Neutral Ground
Post by: Arnulf Ogunkoya on 20 Jul 2015, 12:56
As I recall Deck 23 is a very old U'K tradition from the Unity station days. I know it's had various homes since then, some of them in ships instead of stations.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 12:57
IGS post has been made, Deck23 is officially open for business. (https://forums.eveonline.com/default.aspx?g=posts&m=5909969#post5909969)
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 20 Jul 2015, 13:16
As I recall Deck 23 is a very old U'K tradition from the Unity station days. I know it's had various homes since then, some of them in ships instead of stations.

Yeah, Deck23 is an old channel but it's completely unused now. With this new purpose, it might find a new use and it might help rekindle a little bit of Minmatar RP. It's a long shot, but worth the effort.
Title: Re: Minmatar Neutral Ground
Post by: Arnulf Ogunkoya on 20 Jul 2015, 17:32
As I recall Deck 23 is a very old U'K tradition from the Unity station days. I know it's had various homes since then, some of them in ships instead of stations.

Yeah, Deck23 is an old channel but it's completely unused now. With this new purpose, it might find a new use and it might help rekindle a little bit of Minmatar RP. It's a long shot, but worth the effort.

I don't meant to imply that this is a bad idea. It's just I figured people might be interested that the place has a history.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 21 Jul 2015, 11:35
Still looking for volunteers to fill in the Tribe area descriptions. The Brutor and Vherk ones in particular.
Title: Re: Minmatar Neutral Ground
Post by: Tabor Murn on 21 Jul 2015, 11:44
Are the different tribe areas separate channels?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 21 Jul 2015, 12:03
No, they're just descriptions of different areas of Deck23. All accessible from the same main room, separated only by climate controls and token boundaries. Sound curtains can be erected, if requested of the staff.
Title: Re: Minmatar Neutral Ground
Post by: Mizhir on 21 Jul 2015, 12:26
Looks interesting. Nissui batphoned me to write the Vherokior part.

And Miz, please nuke your pony :P
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 21 Jul 2015, 13:05
No party like a pinkie party, bitch.

But yeah, got some good Vherkie stuff? I'll put it in.
Title: Re: Minmatar Neutral Ground
Post by: Mizhir on 21 Jul 2015, 13:35
God bless addblock :P

Anways. I can try to make something interesting. Any chance I can read the other ones to gain some inspiration? And are they seperate rooms or just areas in the main room?

Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 21 Jul 2015, 13:40
There's only one up so far and that's the Sebiestor one (in the OP of this thread). They're the same room, but separate areas of the room. Big cargo deck re-done to be Deck23, Accorded Neutral Ground.
Title: Re: Minmatar Neutral Ground
Post by: Cakzad Arcashiri on 23 Jul 2015, 11:02
Don't tell Naupilius..........lol

 Sounds interesting. Good luck Mizhara!  ;)
Title: Re: Minmatar Neutral Ground
Post by: Arnulf Ogunkoya on 23 Jul 2015, 15:20
Don't tell Naupilius..........lol

 Sounds interesting. Good luck Mizhara!  ;)

Oh please do. He'd be one of the few Imperials to be a welcome addition to the deck. I don't think he'd like his place on it though. Likely nailed to one of the walls.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 23 Jul 2015, 16:42
Well, I have been a bit iffy on that one wall hanging. It could use a splash of... color.
Title: Re: Minmatar Neutral Ground
Post by: Cakzad Arcashiri on 23 Jul 2015, 17:06
Don't tell Naupilius..........lol

 Sounds interesting. Good luck Mizhara!  ;)

 
Oh please do. He'd be one of the few Imperials to be a welcome addition to the deck. I don't think he'd like his place on it though. Likely nailed to one of the walls.

  :lol: :lol: :lol:

#screamingwallpaper
Title: Re: Minmatar Neutral Ground
Post by: Elmund Egivand on 23 Jul 2015, 18:00
Don't tell Naupilius..........lol

 Sounds interesting. Good luck Mizhara!  ;)

 
Oh please do. He'd be one of the few Imperials to be a welcome addition to the deck. I don't think he'd like his place on it though. Likely nailed to one of the walls.

  :lol: :lol: :lol:

#screamingwallpaper

So many Matari and he couldn't sacrifice a single one of them.

So ironic. I love it.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 24 Jul 2015, 06:06
Added a Vherokior section, based partly on character appearances in the game, the Vherkie wiki page and how I've always imagined Vherkies culturally and musically.

If someone feels this isn't good Vherkie stuff, let me know and provide alternatives please.
Title: Re: Minmatar Neutral Ground
Post by: Arnulf Ogunkoya on 24 Jul 2015, 10:51
Added a Vherokior section, based partly on character appearances in the game, the Vherkie wiki page and how I've always imagined Vherkies culturally and musically.

If someone feels this isn't good Vherkie stuff, let me know and provide alternatives please.

I would've said Nissui would be the logical choice to write it myself.

Incidentally. When did Mizhara mellow out so much & why?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 24 Jul 2015, 11:23
/me smiles mysteriously, holding a finger over her lips.

Sssshh. Who says she's mellow?

Anyway, I wrote it since I've seen no other attempts at it and I felt it was needed.
Title: Re: Minmatar Neutral Ground
Post by: Cakzad Arcashiri on 24 Jul 2015, 12:06
/me smiles mysteriously, holding a finger over her lips.

Sssshh. Who says she's mellow?

Anyway, I wrote it since I've seen no other attempts at it and I felt it was needed.

 Oooh, freaky barista. Me likey  :lol:
Title: Re: Minmatar Neutral Ground
Post by: Mizhir on 25 Jul 2015, 06:16
Added a Vherokior section, based partly on character appearances in the game, the Vherkie wiki page and how I've always imagined Vherkies culturally and musically.

If someone feels this isn't good Vherkie stuff, let me know and provide alternatives please.

Looks good. I can probably add a bit more to it if you want.

Btw, are baseliner visitors allowed or is it just a place for capsuleers?
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 25 Jul 2015, 11:16
While baseliners would be welcome, anyone logging into Eve are capsuleers so it's rather academic.
Title: Re: Minmatar Neutral Ground
Post by: Nmaro Makari on 25 Jul 2015, 17:30
Added a Vherokior section, based partly on character appearances in the game, the Vherkie wiki page and how I've always imagined Vherkies culturally and musically.

If someone feels this isn't good Vherkie stuff, let me know and provide alternatives please.

I could do a little but my firm advice is to summon the Nissui

Title: Re: Minmatar Neutral Ground
Post by: Mizhir on 25 Jul 2015, 17:53
Added a Vherokior section, based partly on character appearances in the game, the Vherkie wiki page and how I've always imagined Vherkies culturally and musically.

If someone feels this isn't good Vherkie stuff, let me know and provide alternatives please.

I could do a little but my firm advice is to summon the Nissui

But Nissui asked me to do it :S

@The fake Miz: I just asked so I could be more precise with describing what you can expect to find there.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 25 Jul 2015, 19:46
Ah yeah, plenty of NPC baseliners around.
Title: Re: Minmatar Neutral Ground
Post by: Morwen Lagann on 26 Jul 2015, 01:14
Don't forget the complimentary adrenaline shot for anyone visiting the Vhero section.

/me flees! \o\
Title: Re: Minmatar Neutral Ground
Post by: Mizhir on 26 Jul 2015, 05:02
Don't forget the complimentary adrenaline shot for anyone visiting the Vhero section.

/me flees! \o\

*Delivers an adrenaline shot to Morwen's pod with a 280mm svipul.*
Title: Re: Minmatar Neutral Ground
Post by: Mizhir on 26 Jul 2015, 07:17
I added some extra flavour to the Vherokior description:

As guests pass a shimmering sound and temperature curtain a blast of hot and dry air hits guests like a small furnace. While it can't perfectly mimic the searing deserts the Vherokior used to rule as nomad clans, a quite close approximation has been achieved by the climate controls and furnishings in this quite distinct area. Fine rugs cover every inch of floor space, seemingly having been decorated in textures rather than colors. Piles of pillows and low wooden furniture are scattered around the area and a thin reddish veil hangs from the ceiling covering this entire segment of Deck23, creating the illusion of a large and thin shaded tent in a desert.

Entering the Vherokior area is always a new experience as new people, new smells and new sounds occupy the otherwise dimmed area. Traveling craftsmen show off their goods to anyone who might be interested. Wandering mystics sits hidden behind a cloud of incense and provides spiritual guidance, Voluval reading, and fortune telling in return for a small donation to anyone who dares to seek them out. Merchants travel from afar and seek to strike a good deal or sell something under the table. And adventurous drifters look for their next hire or tell the stories of their previous ones.  Likewise the music and entertainment is provided by artists from various clans from all corners of the Minmatar Republic and New Eden. One of the most common is being a Vherokior throatsinger with a traditional string instrument, playing and singing entire several hour length tales, histories and legends of the Vherokior (https://www.youtube.com/watch?v=qx8hrhBZJ98).
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 26 Jul 2015, 07:28
OP updated and credit given to Mizhir for Vherokior section.
Title: Re: Minmatar Neutral Ground
Post by: Cakzad Arcashiri on 27 Jul 2015, 10:58
While baseliners would be welcome, anyone logging into Eve are capsuleers so it's rather academic.

 Actually, there are quite a few RPers that RP as Baseliners instead of Capsuleers. Arkon and I, for example, both RPed as baseliners due to the whole "Sacred Flesh" Amarr thing.

 #Amarriansarewierd
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 27 Jul 2015, 13:30
I know, but I don't ascribe to that style of RP. People are free to do as they wish, roleplaying anything from fedos to capsuleers but I still reserve the right to ignore it if it doesn't fit PF and game mechanics as far as I can see. Especially in places I administrate or run.

It's nothing personal, but in my New Eden, baseliners don't get access to The Summit, capsuleer forums etc.
Title: Re: Minmatar Neutral Ground
Post by: Morwen Lagann on 27 Jul 2015, 15:48
It's nothing personal, but in my New Eden, baseliners don't get access to The Summit, capsuleer forums etc.

In the case of the Summit, unfortunately, your head-canon is invalid, because the mod team has stated multiple times that the official position is that if baseliners happen to have Neocom accounts, they are permitted to use the Summit so long as they behave and are not bothered by any e-peen waving that occurs.

As far as the official forums go, CCP has also stated that baseliners have long had, at the very least, read-only access to the forums. They've mostly declined to provide input on the idea of "non-capsuleer" alts posting on it or not. As far as I know, access to the forums is gated not by capsule license, but by Neocom account, as with the Summit.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 27 Jul 2015, 16:26
Read access is fine. I just don't find it in any way rewarding to deal with non-capsuleer entities in any form because they by default get every kind of plot armor by not being an engageable entity in space, no access to our economy etc etc. I prefer a level playing field in my roleplaying engagements and baseliners remove that.

And as I'm pretty sure I'm perfectly allowed to hold this view, and that it is in fact entirely reasonable, I'll stick with it.
Title: Re: Minmatar Neutral Ground
Post by: Utari Onzo on 28 Jul 2015, 00:56
Strictly speaking Cakzad, arkon was for all intents and purposes a capsuleer who kept a medical clone but not a soft clone. So he could be podded but outside the pod he could be killed. I dunno how it stands with your char.

Capsuleers don't have to clone but baseliners are basically general populus who don't/can't board a pod. They don't have the implants so a baseliner char would never be able to undock on their own steam in a pod operated ship.

Edit: looks like I posted straight from 'unread posts' and missed the convo. Yeah in an RP location it's the owner's call so I'm not gonna kick up a fuss about baseliner alts and their access. I also find baseliner alts a bit iffy dealing with, but probably because I'm waiting to see a dedicated baseliner char done well.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 28 Jul 2015, 00:58
I think we're going a bit far off-topic here.
Title: Re: Minmatar Neutral Ground
Post by: Utari Onzo on 28 Jul 2015, 01:05
I think we're going a bit far off-topic here.

You're right I'm sorry. I think this is a great concept, and while I'm unlikely to have reason to be brought along I hope it goes well!

(I'm spoiled enough with venues as an amarr convert rper anyways, needed more minmatar stuff)
Title: Re: Minmatar Neutral Ground
Post by: Lyn Farel on 28 Jul 2015, 01:46
Sorry for contributing to the derail, but anyway, freelance capsuleer academies require them to contract clones in addition to the necessary implants to control their pod. So it settles the problem.

You fly a pod, you are a independent capsuleer, and so you have clones (unlike some NPC figures or military capsuleers).
Title: Re: Minmatar Neutral Ground
Post by: Cakzad Arcashiri on 28 Jul 2015, 07:13
Strictly speaking Cakzad, arkon was for all intents and purposes a capsuleer who kept a medical clone but not a soft clone. So he could be podded but outside the pod he could be killed. I dunno how it stands with your char.

Capsuleers don't have to clone but baseliners are basically general populus who don't/can't board a pod. They don't have the implants so a baseliner char would never be able to undock on their own steam in a pod operated ship.

Edit: looks like I posted straight from 'unread posts' and missed the convo. Yeah in an RP location it's the owner's call so I'm not gonna kick up a fuss about baseliner alts and their access. I also find baseliner alts a bit iffy dealing with, but probably because I'm waiting to see a dedicated baseliner char done well.

 Ah, I see. Cakzad didn't have either.

 Anyway, I apologize for derailing the thread  :(
Title: Re: Minmatar Neutral Ground
Post by: ValentinaDLM on 01 Aug 2015, 19:36
I have been here and the discussion was quite good, a Brutor section would be nice, need to read more more myself.
Title: Re: Minmatar Neutral Ground
Post by: Cain Aloga on 06 Aug 2015, 11:09
I am planning to do a write up for the Brutor section. I will of course offer it up for review and critique prior to sitting it.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 06 Aug 2015, 11:18
Fantastic. It needs a bit more shinyin' up.
Title: Re: Minmatar Neutral Ground
Post by: Cain Aloga on 13 Aug 2015, 21:09
Well, here is my submission for the Brutor Section of Deck 23. When thinking of the aesthetics of the Brutor, Polynesian/pacific islander comes to mind, so that is where I based this description. Please don’t be too brutal in your critiques... 0:)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Much like the Southern Archipelagos of the Old Mother, when one enters the Brutor section of the Accord Neutral Grounds they will immediately feel the heat and humidity at which the climate controls have been set. This does not seem to bother any of the Brutor who make up this section; many choose to go about their business in only a thin shirt or even bare chested, allowing their tattoos to be seen by all. For those wishing to emulate the Brutor, or simply escape from the repressiveness of the their clothing may do so in an area has been set aside near the entrance.

The decor of this area has also been arranged to mimic the tropical homeland of the Brutor. Wood flooring and bamboo paneling has been laid out, along with tropical plants, all adding to the illusion of being planet side. 

True to their martial heritage, a practice and combat area has been set aside where any one can hone their abilities, test their skills against others, or simply meditate through motion. Racks of practice weapons have been laid out to a side for those who wish to use them. A few craft stations have also been set up for those more artistically minded. A gathering area takes up the rest of the space, with water and some other small refreshments are made available.
Title: Re: Minmatar Neutral Ground
Post by: Tabor Murn on 13 Aug 2015, 21:23
This has Tabor's stamp of approval.
Title: Re: Minmatar Neutral Ground
Post by: Calania on 16 Aug 2015, 11:01
I decided to take a stab at the Krusual description. I won't profess to being the greatest lore buff in EVE, so if my vision of them doesn't gel with anybody, feel free to suggest modifications.

Quote
Grey, semi-transparent, geometrical panes of glass criss-cross in seemingly random, natural patterns - almost as if a patient child had ordered the shell to their will alone. Shapes of ancient, rusted weapons, of bloodied stone and triumphant warriors can be glimpsed between the layers of cloudy glass that make up the division between the Krusual enclave and the rest of Deck23. Above the entrance, indented in the material rather than written, is a single word. A reminder of home, and of defiance. A reminder to all matar who look upon it. "Tronhadar"

Within, the air is cool and dry, and the lighting is dim. Enough to distinguish the features of the few others in the room. Almost every single inch of floor, wall and ceiling is covered in soft, geometrically cut materials, fitted together to isolated without becoming cluttered. A few traditional, warm pelts are strewn into recesses in the walls, for use by the weary.

There are many small nooks and crannies, arrangements of furniture more than actual alcoves, for those that wish privacy. A great many books, pridefully focused on Krusual achievements as ground fighters, intelligence operatives and scientists, are organised to lie beneath each table. The atmosphere is quiet, though a low din of horn, flute and string music masks the conversation of those who wish to keep their words private.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 16 Aug 2015, 11:49
I approve of both. I'll keep them in this thread for a few days more, then if there are no proposed changes or complaints, I'll add them to the primary post with acknowledgments for the contribution.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 23 Aug 2015, 03:13
No one seems to object, so thank you both for your great contributions. They have been added to the op with your forum username accredited for the contribution.
Title: Re: Minmatar Neutral Ground
Post by: Mizhara on 23 Aug 2015, 03:28
Also, blatant plug due to recent events. (https://forums.eveonline.com/default.aspx?g=posts&m=5985028#post5985028)