Post by Shoe on Jul 11, 2008 16:41:55 GMT -5
I always thought it would be fun to try this, and forgive me if the rules are overly detailed or "long." But it is necessary. Tome of Ambia is a series of novels, the first of which I'm currently struggling with, and I plan on publishing them. I suppose there's pretty much no goal in this particular RP, just your own goals. I implore you, don't be afraid to be creative with your character(s)'s storyline(s). Create your own story in a fantastic world called Arke consisting of several races that is ruled by angels and elements.
Here's the low down about what just "ambia" is:
Ambia is not magic; it is not an otherworldly power that only wise old men with pointy hats can use, or can only be called upon by mention of a secret word. Nor is it supernatural. Ambia is, in fact, the very essence of nature itself. Through the six trees (one in each territory of the world) the people of Arke are able to manipulate nine elements of the fifteen. However, the world of Arke has a law of balance, and however much ambia is drawn from the roots of these trees, an equal amount of strength must be given up so the trees will not wilt.
The manipulative elements:
Natural Ambia
Gale
The ambia of air.
Mist
The ambia of vapor.
Flame
The ambia of heat.
Frost
The ambia of cold.
Thunder
The ambia of sound.
Stone
The ambia of minerals.
Global Ambia
Tempest
The ambia of sky and storms.
Nature
The ambia of forests and oceans.
Core
The ambia of gravity and lava.
The elements work like this:
Flame, Gale, and Thunder are light based elements where as Stone, Frost, and Mist are dark based. They have an opposing system:
Flame opposes Frost
Gale opposes Stone
Thunder opposes Mist
If one trains themselves well enough to become an Alchemist, then this is how it works:
Flame and Stone create Core
Thunder and Frost create Tempest
Mist and Gale create Nature
Of course, Shadow and Radiance are opposing but only "higher" knights are able to manipulate those elements.
The six races:
Huum
Much like humans, they are a simple and fascinating race fascinated by the simplest of things. They love to explore and discover new things in the world of Arke. They are masters of the element of Gale and are usually Archers, but are also well known for their Paladin militia in some parts of the world.
Dragis
The Dragis are very strong and have a great sense of honor, though they would rather train their bodies than their minds. They have thick skin armored with thicker scales, and a pair of horns upon their head. They are seen as kings and queens the way their horns trace around their heads like crowns, but they do not see themselves as such. They are the masters of the element of Flame and are well known for their graceful and artistic style of fighting.
Blidridi
The Blidridi are the wisest race and are very proud. They wrote millions upon billions of books containing their vast knowledge of the laws of the universe and shared them with the world. They have feathered bodies and wing-like arms, and though they are weak and fragile, they are very swift and nimble. They are the masters of the element of Thunder.
Merna
The Merna are very similar to the Huum, though they have scales, fins, and gills. They have a more "secretive" personality and are also a very proud race. They are the masters of the element of Mist.
Eldrears
The Eldrears are a rodent-like race who like to mine. They have large eyes, long ears, and long but broad tails and are covered head to toe in fur. There are very few of them, but they have no problem repopulating. They are rodents after all. They are the masters of the element of Frost and they are the only race that use hammers as well as other weapons.
Simans
The Simans are an ape-like race and have even more fortified bodies than the Dragis. Where as the Dragis are more offensive, the Simans are more about defense. They often stand in the front lines during battle, taking the blows of their foes but receiving hardly a scratch. They are the masters of the element of Stone and use large and heavy weapons.
The classes:
Knights
Heavily armored soldiers who are the basic swordsmen, spearmen, or axemen. Swordsman are quick and accurate, axemen are slow but powerful, and spearmen have a longer range and are about mid-speed.
Paladins
Holy knights endowed with the ability to manipulate the Spiritual element of Radiance. They often use lances or claymores and are an important asset to any group, as they can heal even the most horrid of wounds very effectively.
Atrumiles
Dark knights endowed with the ability to manipulate the Spiritual element of Shadow. They mainly use spears or greataxes and hinder foes weak or dazed through the power of Shadow.
Archers
Archers, especially those who are masters of the element of Gale, are great at accuracy and long range. Using the element of Gale, they can control the direction and speed of an arrow for a surer hit. They use bows as their primary weapons and daggers for close ranged combat. Naturally, they are very nimble.
Rangers
Rangers are a step up from Archers just as Atrumiles and Paladins are step ups from Knights. Rangers are much quicker and use crossbows as well as longbows.
Elementalists
As the name implies, they are those who primarily use the elements of ambia. They are very knowledgeable regarding the elements and know when to use the right element and whether to use defense or offense in battle. They use staves made from the branches of the ambial trees with crystallized gems of the sap from the trees mounted on the end to better their use of ambia.
Alchemists
A step up from Elementalists, Alchemists combine the lesser elements to create more powerful ambia which was once forbidden to be used by mortals. They use staves as well, but also rods which are similar, but are made of drakite (the strongest metal in the world which has elemental properties).
Musketeers
Musketeers use firearms as their weapons. They can also use ambia as a source of ammunition, but otherwise they use gunpowder and spherical lead bullets. There are rifles and pistols.
The territories/continents:
Ede
The green continent home to the the Huum and Merna. Windale, the forested northern territory of Ede is home to the Huum as well as the tree of Gale, Windal. Undia, the southern territory consisting of the Merna Sea and a ring of islands is home to the Merna as well as the tree of Mist, Plu.
Sepul
The hot continent home to the Dragis and Simans. Incendia, the eastern territory of black earth and rivers of fire is home to the Dragis as well as the tree of Flame, Exur. Icus, the western arid territory of sand and rock is home to the Simans as well as the tree of Stone, Tera.
Aethera
The cold continent home to the Blidridi and Eldrears. Thorda, the mountainous territory where thunderstorms are constant is home to the Blidridi as well as the tree of Thunder, Levius. Frosia, the cold territory of snow and ice that is home to the Eldrears as well as the tree of Frost, Glacius.
Cities:
Windale Cities
Midgarde
Ruled primarily by the Church of Midgarde, it has walls made of the strongest metal known in the world (white colored drakite) and has an impressive militia of paladins. It is the capital.
Rolan
The old race of the Huum that remained while the others left to build Midgarde. Primarily archers who stick to traditional ways and are still in tune with nature; so much that they literally commune with it.
Undia Cities
Port Orca
A city on the northern shores of the northernmost island of the rings of islands called the Encompassing Isles in Undia. It consists of Huum and Dragis as well as half bloods and is a major port for both sea ships and airships.
Merna Empire
An underwater empire whose buildings are made of coral and pearl where only Merna live.
Incendia Cities
Forn
Due to its extremely hot temperatures, this territory has only one city. Forn is home to the Dragis and is made of the black earth that also makes much of Incendia.
Icus Cities
Fort Mas
A great fortress city whose walls are made of diamond located in the Siman Desert. It is home to mainly Simans but also Dragis and Huum alike.
Thorda Cities
Pierce City
Located in the heart of Mount Pierce, the tallest mountain in the world, Pierce City is connected to the outside world by a complex system of caves and mines. Eldrears and some Blidridil ive here, but like Port Orca, many different people appear to trade and commune.
Azure Island
A floating island that was made by the angel Ethen, the Deity of Tempest for the Blidridi during a dire age. Only Blidridi live here, but it is visited by many others who seek knowledge.
Extra Rules
Updated Monday, July 21st: I ask that you allow all players to post their scenarios before continuing, unless of course, the conversation between Player1 and Player2 has nothing to do with Player 3 and Player4 who are also conversing, for example. Also, time yourselves while conversing with each other. Allow at least ten minutes between posts in case another player wishes to get involved. Thank you~
That's all the information needed I think! Let's say...about five people join before we get started on this. As I said, be creative with your storylines and characters. Let's keep the limit at two per person so it doesn't get too crazy. As an example, you may have one character that is evil and one that is good, or one that is neutral or good, or two that are neutral or good or bad...you decide! Then progress their stories as you like. Actually ROLE PLAY. I may actually just make a separate forum for this sometime in the future if anyone likes it enough. We can have tea parties!
Characters
I'll play the role of a male Blidridi who is just entering adulthood named Dlarid who is a musketeer and he uses two silver pistols. He flies a golden airship all over the world and is very adventurous. He is intelligent and has a carefree attitude, but sometimes he can be imature. As with most of the Blidridi race, he has a lot of pride, unfortunately, and can be selfish at times, but if you somehow earn his friendship, he'd risk his life for you. He may do it regardless, if you're lucky enough.
Since I am the creator of this RP, I will also play as Liphia; an Archangel who appears to be a child, but she is really the same age as the world. She is basically a "god mode" character, but don't worry, I won't use her to do anything over the top. She's just there to narrate and guide anyone who is lost. If one becomes lost, all they must do is pray to her and she will show them the way, sometimes in her own way. If you die, she is the one who brings you back to life back at your home city after a period of talking to her after your spirit ascends into the Divine Realm. If you're in a jam, she may or may not get you out of it. It depends on the odds, and really, my judgement on the situation. I'll try to make it as far as I can. It doesn't matter if you're evil or good, she knows the laws of balance more than anyone, and so your fate is up to her.
Due to a busy schedule this weekend on my part, we may not get this started until Saturday, maybe even Tuesday. But then again, we may. Let's just see how many join by then. Until then, if you have any questions regarding anything above, say so and I'll fix anything that needs fixing or answer anything that needs answering.
I hope that wasn't too much to absorb, but you're all a bright bunch! Hope you enjoy it, and don't get too crazy. ;D
Here's the low down about what just "ambia" is:
Ambia is not magic; it is not an otherworldly power that only wise old men with pointy hats can use, or can only be called upon by mention of a secret word. Nor is it supernatural. Ambia is, in fact, the very essence of nature itself. Through the six trees (one in each territory of the world) the people of Arke are able to manipulate nine elements of the fifteen. However, the world of Arke has a law of balance, and however much ambia is drawn from the roots of these trees, an equal amount of strength must be given up so the trees will not wilt.
The manipulative elements:
Natural Ambia
Gale
The ambia of air.
Mist
The ambia of vapor.
Flame
The ambia of heat.
Frost
The ambia of cold.
Thunder
The ambia of sound.
Stone
The ambia of minerals.
Global Ambia
Tempest
The ambia of sky and storms.
Nature
The ambia of forests and oceans.
Core
The ambia of gravity and lava.
The elements work like this:
Flame, Gale, and Thunder are light based elements where as Stone, Frost, and Mist are dark based. They have an opposing system:
Flame opposes Frost
Gale opposes Stone
Thunder opposes Mist
If one trains themselves well enough to become an Alchemist, then this is how it works:
Flame and Stone create Core
Thunder and Frost create Tempest
Mist and Gale create Nature
Of course, Shadow and Radiance are opposing but only "higher" knights are able to manipulate those elements.
The six races:
Huum
Much like humans, they are a simple and fascinating race fascinated by the simplest of things. They love to explore and discover new things in the world of Arke. They are masters of the element of Gale and are usually Archers, but are also well known for their Paladin militia in some parts of the world.
Dragis
The Dragis are very strong and have a great sense of honor, though they would rather train their bodies than their minds. They have thick skin armored with thicker scales, and a pair of horns upon their head. They are seen as kings and queens the way their horns trace around their heads like crowns, but they do not see themselves as such. They are the masters of the element of Flame and are well known for their graceful and artistic style of fighting.
Blidridi
The Blidridi are the wisest race and are very proud. They wrote millions upon billions of books containing their vast knowledge of the laws of the universe and shared them with the world. They have feathered bodies and wing-like arms, and though they are weak and fragile, they are very swift and nimble. They are the masters of the element of Thunder.
Merna
The Merna are very similar to the Huum, though they have scales, fins, and gills. They have a more "secretive" personality and are also a very proud race. They are the masters of the element of Mist.
Eldrears
The Eldrears are a rodent-like race who like to mine. They have large eyes, long ears, and long but broad tails and are covered head to toe in fur. There are very few of them, but they have no problem repopulating. They are rodents after all. They are the masters of the element of Frost and they are the only race that use hammers as well as other weapons.
Simans
The Simans are an ape-like race and have even more fortified bodies than the Dragis. Where as the Dragis are more offensive, the Simans are more about defense. They often stand in the front lines during battle, taking the blows of their foes but receiving hardly a scratch. They are the masters of the element of Stone and use large and heavy weapons.
The classes:
Knights
Heavily armored soldiers who are the basic swordsmen, spearmen, or axemen. Swordsman are quick and accurate, axemen are slow but powerful, and spearmen have a longer range and are about mid-speed.
Paladins
Holy knights endowed with the ability to manipulate the Spiritual element of Radiance. They often use lances or claymores and are an important asset to any group, as they can heal even the most horrid of wounds very effectively.
Atrumiles
Dark knights endowed with the ability to manipulate the Spiritual element of Shadow. They mainly use spears or greataxes and hinder foes weak or dazed through the power of Shadow.
Archers
Archers, especially those who are masters of the element of Gale, are great at accuracy and long range. Using the element of Gale, they can control the direction and speed of an arrow for a surer hit. They use bows as their primary weapons and daggers for close ranged combat. Naturally, they are very nimble.
Rangers
Rangers are a step up from Archers just as Atrumiles and Paladins are step ups from Knights. Rangers are much quicker and use crossbows as well as longbows.
Elementalists
As the name implies, they are those who primarily use the elements of ambia. They are very knowledgeable regarding the elements and know when to use the right element and whether to use defense or offense in battle. They use staves made from the branches of the ambial trees with crystallized gems of the sap from the trees mounted on the end to better their use of ambia.
Alchemists
A step up from Elementalists, Alchemists combine the lesser elements to create more powerful ambia which was once forbidden to be used by mortals. They use staves as well, but also rods which are similar, but are made of drakite (the strongest metal in the world which has elemental properties).
Musketeers
Musketeers use firearms as their weapons. They can also use ambia as a source of ammunition, but otherwise they use gunpowder and spherical lead bullets. There are rifles and pistols.
The territories/continents:
Ede
The green continent home to the the Huum and Merna. Windale, the forested northern territory of Ede is home to the Huum as well as the tree of Gale, Windal. Undia, the southern territory consisting of the Merna Sea and a ring of islands is home to the Merna as well as the tree of Mist, Plu.
Sepul
The hot continent home to the Dragis and Simans. Incendia, the eastern territory of black earth and rivers of fire is home to the Dragis as well as the tree of Flame, Exur. Icus, the western arid territory of sand and rock is home to the Simans as well as the tree of Stone, Tera.
Aethera
The cold continent home to the Blidridi and Eldrears. Thorda, the mountainous territory where thunderstorms are constant is home to the Blidridi as well as the tree of Thunder, Levius. Frosia, the cold territory of snow and ice that is home to the Eldrears as well as the tree of Frost, Glacius.
Cities:
Windale Cities
Midgarde
Ruled primarily by the Church of Midgarde, it has walls made of the strongest metal known in the world (white colored drakite) and has an impressive militia of paladins. It is the capital.
Rolan
The old race of the Huum that remained while the others left to build Midgarde. Primarily archers who stick to traditional ways and are still in tune with nature; so much that they literally commune with it.
Undia Cities
Port Orca
A city on the northern shores of the northernmost island of the rings of islands called the Encompassing Isles in Undia. It consists of Huum and Dragis as well as half bloods and is a major port for both sea ships and airships.
Merna Empire
An underwater empire whose buildings are made of coral and pearl where only Merna live.
Incendia Cities
Forn
Due to its extremely hot temperatures, this territory has only one city. Forn is home to the Dragis and is made of the black earth that also makes much of Incendia.
Icus Cities
Fort Mas
A great fortress city whose walls are made of diamond located in the Siman Desert. It is home to mainly Simans but also Dragis and Huum alike.
Thorda Cities
Pierce City
Located in the heart of Mount Pierce, the tallest mountain in the world, Pierce City is connected to the outside world by a complex system of caves and mines. Eldrears and some Blidridil ive here, but like Port Orca, many different people appear to trade and commune.
Azure Island
A floating island that was made by the angel Ethen, the Deity of Tempest for the Blidridi during a dire age. Only Blidridi live here, but it is visited by many others who seek knowledge.
Extra Rules
Updated Monday, July 21st: I ask that you allow all players to post their scenarios before continuing, unless of course, the conversation between Player1 and Player2 has nothing to do with Player 3 and Player4 who are also conversing, for example. Also, time yourselves while conversing with each other. Allow at least ten minutes between posts in case another player wishes to get involved. Thank you~
That's all the information needed I think! Let's say...about five people join before we get started on this. As I said, be creative with your storylines and characters. Let's keep the limit at two per person so it doesn't get too crazy. As an example, you may have one character that is evil and one that is good, or one that is neutral or good, or two that are neutral or good or bad...you decide! Then progress their stories as you like. Actually ROLE PLAY. I may actually just make a separate forum for this sometime in the future if anyone likes it enough. We can have tea parties!
Characters
I'll play the role of a male Blidridi who is just entering adulthood named Dlarid who is a musketeer and he uses two silver pistols. He flies a golden airship all over the world and is very adventurous. He is intelligent and has a carefree attitude, but sometimes he can be imature. As with most of the Blidridi race, he has a lot of pride, unfortunately, and can be selfish at times, but if you somehow earn his friendship, he'd risk his life for you. He may do it regardless, if you're lucky enough.
Since I am the creator of this RP, I will also play as Liphia; an Archangel who appears to be a child, but she is really the same age as the world. She is basically a "god mode" character, but don't worry, I won't use her to do anything over the top. She's just there to narrate and guide anyone who is lost. If one becomes lost, all they must do is pray to her and she will show them the way, sometimes in her own way. If you die, she is the one who brings you back to life back at your home city after a period of talking to her after your spirit ascends into the Divine Realm. If you're in a jam, she may or may not get you out of it. It depends on the odds, and really, my judgement on the situation. I'll try to make it as far as I can. It doesn't matter if you're evil or good, she knows the laws of balance more than anyone, and so your fate is up to her.
Due to a busy schedule this weekend on my part, we may not get this started until Saturday, maybe even Tuesday. But then again, we may. Let's just see how many join by then. Until then, if you have any questions regarding anything above, say so and I'll fix anything that needs fixing or answer anything that needs answering.
I hope that wasn't too much to absorb, but you're all a bright bunch! Hope you enjoy it, and don't get too crazy. ;D