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Apollonia (OOC, sign ups, and information refference)

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Post by Adrius Frostglare Mon Jan 11, 2010 9:45 pm

APOLLONIA COMPENDIUM: YOUR FULL APOLLONIAN SOURCE OF INFO ON THE WORLD!

Table of Contents:

1. The Story
2. Geography of Apollonia
3. Empires and the Elements

1. The Story

The Earth as was once known has been ravaged, torn, and destroyed. In the year 2020, humanity, in its madness, consumed itself whole. Nation against nation turned its most deadly weapons on each other, ending in a cataclysm that turned the planet into dust.

However, something else was at work. The Primal Gods, overseers of the balance in the universe, knew that humanity was unavoidably fated to doom itself. They had created many planets and planted the seed of man so that they may grow in a garden of life along with other creatures, and each garden had been different from the other. In all of them the story had been the same: humanity had destroyed itself out of hatred. Earth was the second-to-last planet of the universe to extinguish itself, but the Primals could take it no more. In a last bid to preserve the war’s terrible lesson, they selected five human survivors of Earth and transported them to the last planet. This planet was Apollonia, the planet where the Primal Gods had manifested their cores and the one that had survived the longest in a delicate balance between the humans living there. However, the Primals realized as they expanded that soon, they too would repeat the same mistake that had been committed a million times over.

These five are the last hope. Each is infused with a Primal God’s power, that of fire, wind, water, earth, and light. Whether these individuals can – or even want to – save this land determine not only the survival of life on the universe, but also the very existence of the Primal Gods, as the death of their core planet will signal their end.

2. Geography of Apollonia

1. The Lands

Apollonia is made up of a single continent-island surrounded by various islands, archipelagos, and a vast ocean. The center of the continent has a single, huge spire of a mountain several thousand miles high several hundred miles in diameter, surrounded by various smaller peaks (the height of the mountain will be explained later). To the south of this great mountain are plains and savannahs as far as the eye can see, which become slightly mountainous as well as colder when the southern end is met. Here is where the Kudun Empire of the element of earth makes its home. To the west is an immense bay that cuts a semi-circle in the island, dotted with tropical island chains. The island chains, with a variety of biomes from swamps to jungles, seem to link outward and upward, until they reach a large mass of ice to the northwest of Apollonia. This is where the Wahasi Empire of the element water expands. The north is the hottest area in the world, a large black landmass of volcanoes, craters, and charred land, but that also houses some of the most fertile and lush forests of the world. This is where the Shaad Empire of the element fire makes its domain. To the east of the great mountain is a vast desert of golden sand houses a variety of incredible flora and fauna. To the north and south of this desert are two large ridges of jagged black mountains with deep caverns, precarious cliffs, and worst of all a black gloom that seems to block out any light from touching it. To its immediate east is an open beach that allows the sunrise to shine early from the east, but due to the enormous mountain to the west the sun also sets early. This is where the Doma Empire of the element of light resides. And lastly, to the deeper oceans between the eastern and western ends, there are thousands of islands that reach for the heavens, but have flat tops like plateaus and are made of chalky white minerals, their flat tops covered in windswept grassland meadows and bumpy hills. They are richly inhabited by marine and aerial wildlife, though grounded creatures are rare here. The Ahn Empire of the element of wind towers over the world here.

2. Fauna

There are many creatures in Apollonia, both great and small.

southern savannah: Field mouse, ground hog, jackal, crail (nocturnal scavengers), unicorns, wildebeest, dire lion, mastodon, titanodon (enormous, eight-legged creatures as large as castles with trees growing on their backs. Prone to create small tremors as they walk, but even though they are rare, they are easily seen from a distance).
central mountain: sparrow dragon, mountain goat, cockatrice, dire bat, basilisk
western bay and islands: myriad fish and tropical birds, dire arthropods and insects, dire croc, megalodon, leviathan (enormous sea snakes that are actually gargantuan eels. Very rare, but more common at the open sea. It’s a big panic when one is seen in the bay, though.)
arctic: penguins, seals yetis, dire walrus, dire bear, arctic worm
northern firelands and volcanoes: ember beetles, phoenix, lava serpent, cerberus, drakes, tyrantdragon (one of the rare titans of the world. Tyrantdragons inhabit the hearts of a few major volcanoes and are thought to cause eruptions when they awaken. They match titanodons in size, but are incapable of flight and tend to confine themselves inside their homes, only coming out to mate once every few decades. Terribly fierce if angered.)
northeastern forest: various small wildlife, dire wolves, dire elk, dire bears
eastern desert: small mammals, hawks, ahriman (one eyed, bat-like creature), dire vulture, sand worm, angra mainyu (the beast that should not be, according to the Do’ma. Terrible to behold, the two-headed angra mainyu still has but two eyes, one on each head. The angra mainyu only awaken when they sense strong souls to devour, and while the creature appears dead with its corpse-like appearance, it is still only a living creature. Angra mainyu live in places where deep tragedy has occurred, and the only place suitable for this is the desert’s area.)
black mountain ridges: albino bats, wraiths (pale-skinned tetrapods with no ears and large, red eyes), abominations (brutal, sickly-looking beasts that walk on two legs), revenants (large, skeleton-like creature with red eyes sunk deep into its skull, no lower jaw, and sharp crimson claws that lives in the mountain
oceanic plateaus and meadows: fish and birds of all kinds, wind serpents, bird of paradise (brightly-colored and about the size of a man), gryphon, roc

3. Flora

Apollonia’s flora is just as diverse and lively as its fauna.

southern savannah: sleep grass (provides a soothing smell, and a popular spice), wildberry thornbush, wild rice, razorblade (tall grass with sharp edges), grotatoe (potatoes as large as a man’s head), earthenroot (largest trees in the savannah, said to be medicinal and very useful for shade and protection)
central mountains: steptaker moss (moss that grows in dangerously steep areas), rockweed, paiaberry thornbush (sweet, edible purple berries), bandbush (used as a septic, rope, and other purposes), petrawood (stone-like trees used for building and crafting)
western bay and islands: leechweed (parasitic plants), countless colorful flowering plants, various tropical trees, spider willow (said to entangle anyone who walks through them. Useful to make nets.), cloudtop mushroom (large mushrooms with sprawling tops), skyraker (huge tropical trees), graspkelp, coral reef
arctic: paleshrub, crystal tree
northern firelands and volcanoes: emberweed (reproduce by spreading ash-like pollen. A popular spice, but also useful as a blinding agent), fireflower (bright red and yellow flower that gives off a soft light and is warm to the touch), blazehorn (medium-sized trees with no leaves and hot-white glowing branch tips. Their heat does not die until a month after they’ve been removed), drakesmouth (dangerously large flowers that spit out thick soot from their mouths, which are oddly shaped like a drake’s), carnivorous tyranthead (even larger flower shaped like a tyrantdragon’s head mounted over a tree that breaths fire and eats its charred remains. Chemical properties sometimes make it worth the risk, however).
northeastern forest: countless ferns, small bushes, and trees, lifetrunk (sentient trees capable of free motion, but remain rooted. Generally docile unless they feel threatened), colossus redwood (enormous tree seen from miles away, poking through the woods).
eastern desert: graveweed (used in many spiritual ceremonies), glutton cactus (contain huge amounts of water and the only reason the desert is inhabitable), deadmind petrawood (cousin to the petrawood found in the central mountain, these are hollow and serve as homes for many animals. There are a few clusters of them found throughout, but they’re generally very isolated and coveted by small wildlife), sinker root (a large, underground plant that creates a web with roots just beneath the surface. When prey stands on top, the plant lets the roots buckle and swallows the unsuspecting prey. Large teeth then quickly gnaw it to shreds from inside. One of the most feared plant life in the world.), hangman’s end (gnarled, dried tree husks that are used primarily for ceremonial executions by hanging).
black mountain ridges: spirit mushroom, heartless shadewood (hollow, round wood shells three feet high that burst into a mist of poisonous, luminescent spores when endangered, then grows again), reaper tree (deadly tree with sharp, sickle-like branches that slice anyone who walks through them or climbs up the tree. Capable of rooted mobility and sentience), soul-eater (white and black trees with bone-like features. Skull-like structures at the end of each branch reach out and begin to bite and tear at anything living in the area. Has a single, large, sharp-toothed maw at the length of its trunk. Capable of mobility and sentience.)
oceanic plateaus and meadows: whistlegrass (makes a shrill, musical noise when the wind blows), gustleaf blower (large, bulbous plant which shoots out strong gusts of wind. It can shoot it even after being clipped from the ground), cruel fatevine (sentient weeds the hang at the edge of cliffs and will grab anyone near them and toss them off to the ground below. Makes climbing near-impossible), whippervine bush (branchy bushes with long vines that mercilessly whip anything that approaches it.), roost tree (huge trees, favored home to flocks of hawks and other large birds such as birds of paradise.)


2. Empires and Elements

Each of the empires started out as one of many tribes in their region, each with myriad names and customs. However, these five tribes had the strongest warriors and the truest custom pertaining to their element, and were gifted with power by the Primal Gods for it. The first to receive these powers were five heroes, each of a unique tribe who accomplished a seemingly impossible and awe-inspiring feat, earning them a place in history forever and launched their people into an age of prosperity. After thousands of years, long after these virtuous heroes had vanished and became legendary among their people, the five tribes had become nations, then kingdoms, and finally empires in their own right… and their hunger for dominance spread out into the horizons to their neighbors.

Each empire also has a “ritual of ascension” which marks them as bearers of the Primal Gods’ powers, which while potential to all is only reached by a few. However, having power would mean being enrolled immediately into the military for intense training.

1. Kudrun

Location: Southern savannahs, central mountain
Element: Earth
Capital: Bodom in the center of the savannah
Ancient Hero: Haba the Mountain-Raiser
Culture: Self-reliance is the dominant trait here. The more able a man/woman is to remain on his/her own feet, the better. Marriage is allowed on the grounds that both sides do equal work. Money is the main means of achieving self-reliance here and they put it to good use, making them the richest nation as well as the one with the richest mineral deposits. Their bodies are large and strong and their skins are dark colored from black to a cinnamon brown. They tend to build cities in the savannah, but many of the more spiritual members make their home in the great mountain in the center, named “Habadon”, or “Haba’s Hand”. The common citizen is worldly, materialistic, and realistic. Rice, potatoes, and bread are their staple foods.
Religion: As said before, they are not very spiritual people, but those that keep their old traditions in the mountains remember them. While the common citizen may be worldly, those that follow the true doctrines of earth are stalwart, strong, and respecting toward life and the land. The priests here are hardly venerated, however, as they are seen as poor folk that cannot follow up with the norms and flows of society.
Ritual: The ancient Mountain Raiser ritual is rarely practiced anymore. The ritual goes as this: the young man or woman goes to Habadon and, through their gift, use it to raise a mass of earth as high up as they can. The hill needs to be high enough to rise above two times their height and three times as wide as they are tall. They are awarded official recognitions as masters if successful. Haba the Mountain-Raiser, for whom the ritual is named after, was the first to perform it, and as a result created Habadon which reached thousands of miles high and thousands more wide.

2. Wahashi

Location: Western bay, the arctic northwest
Element: Water
Capital: Asilia in the largest island between the mouth of the bay and the arctic
Ancient Hero: Selia the Flood-Caller
Culture: Cunning is held in high regard. Intellectuals make the highest part of society here, and scholars who study the skies and the tide are varied. However, cunning extends to trickery, and the common Wahashian will most likely swindle you of your belongings as s/he is to greet you. They live in the islands, along the coast of the bay, and within the depths of the arctic’s ice. Depending on their environment, their clothing will either be very thick or very light. Their bodies are athletic and sleek, and their skins are a variety of light, peachy tones. Their staple food is fish and fruit.
Religion: Though their religion is much more practiced than that of Kudrun’s, it is still discouraged, as the government is always looking for ways to use those talented to their advantage. However, those that follow the true religion of water are deep, understanding, and comforting to be with. They know not everything is the same and everything is changing all the time.
Ritual: The Flood-Caller ritual was created in ancient times to beckon water to plantations when it would not come during droughts, as well as test the prowess of the gifted. They are placed upon an altar in the highest point of their area to oversee a large mass of water and, over time, collected water until it became large enough to carry to the desired area and rain down. If the plants were green the next day, they were branded masters. The ritual’s namesake, Selia, created such a massive hurricane by breaking away a large chunk of the arctic ice that the lowlands of the west were swallowed whole, creating the crescent Seliabaia, or “Selia’s Bay”.

3. Shaad

Location: Northern firelands and volcanoes, northeastern forest
Element: Fire
Capital: Katon in the heart of an inactive volcano
Ancient Hero: Shaad the Heart-Scorcher
Culture: The Shaadians value power above everything else. To them, ferocity is the key to survival and dominance. Shaadians are known to be lustful, violent, and selfish. They are passionate and ruthless. Conquering the entire north, Shaadians desire to rule the world more than any other nation and wish to do it only to prove their own superiority. Shaadians are great smiths and are the most technologically and militarily advanced, though invading neighboring empires is still very difficult. They have very tan skin tones, some of them seeming to shine an orange gold. Their staple food is fruit cultivated from volcanic soil and the meat of various reptilian beasts from around the area.
Religion: A nationalistic Shaadian will hold no religion except his own betterment. Those that live in the forested areas, however, are of a far greater spiritual interest. They are fiercely loyal to their friends, warm-hearted and loving, and terrible when enraged by a crime committed against those around them. Shaadian priests have been taking away the gifted young men and hiding them from the imperial Shaadian army to keep their power from growing too great and eventually burning the world to cinders.
Ritual: The Heart-Scorcher ritual is one of the most dangerous to be undertaken. Gifted young men are sent to the wilderness, where they must kill, cut out, and char the heart of a dangerous beast, present it to the elders, and then eat it as a sign of their indomitable spirit and strength of will as well as respect for other power. Shaad, the first leader of the would-be empire, is legendary for being the only one to single-handedly slay a tyrantdragon, char its heart, carry it all the way back to his tribe, and then eat it day by day for a month until none of it was left. In honor of his prowess, the tribe renamed themselves after him, and eventually the empire would bear his name as well.

4. Do’ma

Location: Eastern desert and its northern and southern black mountain ridges
Element: Light
Capital: Sinodin at the base of the northern mountain and part of the northern desert
Ancient Hero: Dolu’kin the Spirit-Warder
Culture: The Do’mans are the most fervently religious of the empires, but this is not necessarily good. Do’mans are strictly segregated in gender roles, the men meant to wear only black and deal with terrible, sinful, or otherwise crude professions while the women are not allowed to commit any atrocity or even given much freedom apart from their simpler tasks (they are only allowed to wear black and white, respectively). The Do’mans believe in the concept of light and dark, that everything is in two halves just as the world is divided in light and dark and they reflect this on themselves. Do’mans are deeply fearful and superstitious but this only makes them much worse. Their drive to dominate the other empires is so they spread their fear of what they deem to be supernatural to the other nations and force them to submit to their customs, which they believe to be the only correct belief there is. They have very pale skin and oddly red-colored eyes, giving them very strange and almost ghostly appearance.
Religion: The Do’mans have temples everywhere, from their capital to the most remote locations in the desert. However, all of these perpetrate their twisted, zealous beliefs. The real Do’man religion of the light lies with those that inhabit the haunted, damned black ridges. They believe that right and wrong cannot be known by any one man and that every man must, for himself, decide what is the right thing to do. They are mysterious, far-sighted, and wise. Unable to find a way to stop the Do’mans from using every single young man in their grasp for their gain, the true Do’mans have hidden away in their caverns to be hidden until they see the prophesy written long ago by Dolu’kin is fulfilled.
Ritual: The Spirit-Warder ritual is of overcoming fear. The dread black ridged mountains that border the north and south of the desert were filled with frightening horrors capable of devouring body as well as soul. The gifted were to spend a week in the mountain ranges and survive, then two weeks in the desert, after which they would recount what they saw and what they felt. If they felt fear but nevertheless continued to walk the path and survive, they were considered masters. Dolu’kin went above and beyond simply conquering his fear. On his three-week journey, he went on a pilgrimage from one ridge to the other. Although he felt fear, he continued with courage, miraculously releasing many troubled spirits and purging a slight part of the ridges’ gloom. During his stay in the desert, he encountered and defeated a very ancient and powerful angra mainyu, releasing the spirits it had eaten and sending them back to the Primal Gods. For his great feat, the entire region was named Dolu’kinzen (“Dolukin’s Eye”), as the ridges curved over the desert like eyelids and the desert’s shape resembled Dolu’kin’s eye, since he was blind.

5. Ahn

Location: oceanic plateaus and meadows
Element: Wind
Capital: Fwoonoh, location unknown
Ancient Hero: Reliana the Sky-Walker
Culture: Ahninians thrive in freedom and carefree living. To them, life is all about drifting and enjoying it. Sadly, this concept has been corrupted, and many Ahninians, comfortable with their practical invisibility and isolation, have become lazy, morally lax, and even sociopathic and uncaring. However, for the sake of survival they will go about their tasks. Ahninians are the longest-lived, most reaching the age of 108 before passing, yet they have developed very little since ancient times. Ahninians are known to wear whatever they please. Theirs is a system that operates on people doing what they want and in the big cities this sometimes implies no law enforcement and thus a rise in crime that no one cares to deal with. Before long, the Ahninians could destroy each other. They are the least ambitious toward world dominance, but do amass in the rare case there is a war on the horizon. Their features are round but not with fat (debatable as it would be) and have very soft, creamy skin colors. Their staple food is fowl, fish, and berries.
Religion: Carefree would describe the Ahninians’ view of life, but again they do not bother with any worship or ritual. They do not thank for what they have and do not ask for what they want. The true Ahninian religion is of harmony. Ahninian monks are peaceful, happy, and friendly. They believe life is meant to be enjoyed and not sullied with hatred or anger. They are widely ignored by the rest, and watch in sadness as their empire rots from its stagnation.
Ritual: The Sky-Walker ritual is one of the most exciting rituals. It is one of exploration and appreciation for the world’s variety. This does not keep it from being dangerous, however. A gifted is meant to fly from the highest peak of the oceanic plateaus and, using their gift, glide as far as they can. When they return, they must retell everything they saw in great detail, and provided they have seen enough of the world they are congratulated as masters. Reliana the Sky-Walker wanted to see the world so much that she zig-zagged rather than shoot for a straight trip. Before she knew it, she had visited every land that could be seen and befriended every great hero of each of the main elemental tribes. A year later, she returned, lightly stepping into her temple, and told of wild stories of what she had seen. So amazed were the monks that they renamed the peak from which she leaped Relianadin, “Reliana’s Peak”, and after her passing the name spread to the entire oceanic plateau region until it became Relianadinae, “Reliana’s Peaks”.


OPENINGS:

Fire: Adrius Frostglare as Charles Damian Dover
Wind: HermioneGranger as Helena Aura Sanders
Water:
Earth:
Light:
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Post by Guest Tue Jan 12, 2010 11:48 am

Spoiler:


Last edited by HermioneGranger on Thu Jan 14, 2010 12:19 pm; edited 1 time in total (Reason for editing : Needed to change her clothes. X3)

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Post by Mustakrakish Wed Jan 13, 2010 6:45 pm

Water Element

Spoiler:
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Post by Savannah Wed Jan 13, 2010 7:05 pm

Light Element



Spoiler:


Last edited by Savannah on Thu Jan 14, 2010 7:00 am; edited 3 times in total (Reason for editing : Completed CS)
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Post by Sighlent Wed Jan 13, 2010 8:47 pm

Earth Element:

Spoiler:
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Post by Adrius Frostglare Thu Jan 14, 2010 1:56 pm

Both are accepted. I will make the thread ASAP, which will be tomorrow at the latest.
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Post by Adrius Frostglare Thu Jan 14, 2010 4:55 pm

Name: Charles Damian Drover
Age: 22 (born April 10th, 1998)
Gender: Male
Nationality: Australian
Wears: Anything comfortable, usually jeans, an undershirt, and a buttoned shirt that he unbuttons if it gets hot but usually leaves completely buttoned out of modesty. Has a tendency to wear leather boots. He keeps a dust brown cowboy hat hanging from behind his head that was given to him by the wildlife preserve folk before leaving Australia, a gift he treasures.

Appearance

Apollonia (OOC, sign ups, and information refference) Zzznr

Tattoos/Piercings/Scars: Charles used to choose dangerous places to play in in Australia when he was younger, so his hands and arms are criss-crossed with very small, almost unnoticeable scars. There's one scar along his ankle where his foot got caught on a thorny bush, the teeth having sunk in and lacerated it. While still not severe, he carries the marks of his past exploits in the wild side with pride.
Relationship Status: Happily Taken
Personal Items: A silver wristwatch given to him by Helena on their one-year anniversary.

Personal:

Background: Born an only son to Linda and Joseph Drover, Charles lived most of his life in Australia's outback preserves with his parents. When the war between the superpowers of the United States and China broke out in 2012, Joseph Drover fought against the Chinese when they invaded Australia, but died on his first battle in the front lines. Fearing for the life of her remaining family, Linda took Charles with her as far away as she could from the violence and into the concrete jungle of New York. Charles lived in an apartment with his mother. He graduated high school and soon his mother revealed her and her husband's life savings. With it, Charles began to attend the City College of New York and work part-time at a restaurant.

During his restaurant hours, he met Helena. Overtaken by her sweet nature, the two began to date and soon Charles and she were intimate. He invited Helena, who had no parents, to live with him at his apartment (he'd moved to one separate from his mother's for privacy, but still kept close contact with her) and the two have remained together since. Linda treats Helena as her own daughter and is pleased with her son's choice. Things were looking up for them...

Personality: Charles can be a rough and rowdy sort of man with an energetic playfulness in his step when he's in a good mood. When he is at his worst, however, he tends to get very upset, but never took out his anger against anyone innocent and never against his mother or girlfriend. He is fiercely protective of Helena, getting jealous if other men cross a line of decency with her, but he isn't stupid enough to pound his chest. Rather, he'll move them away in a friendly manner, and then become progressively hostile if they continue to insist. Charles has gotten into a couple scraps along the way of his life, but never into one he would regret or become severely injured in. He's passionate about understanding how things work, thus his driving force to become an engineer. At his best, he is inspiring, warm, and loving. At his worst, he is hostile, unapproachable, and temperamental. He speaks with a mild Aussie accent, smoothed out by his time in America but still noticeable, and uses Aussie slangs at regular times.

Items Prior: Cell phone, wallet, driver's license, the keys to his apartment, some pocket change, a little gift for Helena

Items After: Melted cell phone, wallet, charred driver's license, red-hot keys to his now-destroyed apartment, no pocket change, a gift for Helena that survived the trip
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Post by Mustakrakish Thu Jan 14, 2010 10:12 pm

Quick question: What level of technology is Apollonia operating at?
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Post by Adrius Frostglare Fri Jan 15, 2010 1:40 am

Good question! Despite being thousands upon thousands of years older than Earth, Apollonians didn't really have the ambition to study sciwnce and advance in technology like we have, but there have been many inventions, most of them ritualistic and spiritual in nature, but also a few that follow pure mechanical science with a hint of their primal gifts. I'd say they are maybe approaching around the 1600s in terms of technology (save for the Shaad, which is using steam power already) but without guns and with plenty of special twists and modifications to their tools. You'll get a whole cultural overload once we reach that part in the RP, so hang tight l: )

E2A: In the last 50 years or so, though, they have been concentrating on advancing military technology and while not as devastating as, say, automatic weapons (or at least, not if wielded by someone not gifted) they're still horrible. They'd had only strong enough weapons to hunt and defend themselves from hostile life forms, but with conquestn expansion, and eventually hatred in their minds, making it easier to kill your neighbor just as he were a common field mouse became immensely important. Apollonians are also much more physically pure than one of Earth's humans, the primal essence having seeped into the bodies for ages.

Just wait and watch, you'll love it.
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Post by Adrius Frostglare Fri Jan 15, 2010 2:10 pm

Our gods are so theatrical... I love it!
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Post by Sighlent Fri Jan 15, 2010 2:42 pm

Ooh question! Are we all going to be landing in the same place or no?
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Post by Adrius Frostglare Fri Jan 15, 2010 3:39 pm

Oh, I thought Hermione had told you. Actually, we're going to be landing on our respective "lands". Though we'll be separate, you'll each discover a map that tells you to meet at a specific location to meet. It may take a day or so of travel to meet, but along the way you'll have your encounters with beasts and other environmental hazards to keep entertained l: ) Hermione and I will discuss what this location will be later on, but for now, we'll just wait until our dear water-oriented co-writer puts up his "vanishing".

We'll also be discussing RP's mechanics. Generally in an RP, the GM is the one who pulls the NPCs strings, but we'll see if those rules apply here and you can take a hold of them.
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Post by Adrius Frostglare Sat Jan 16, 2010 1:05 am

Update: Regarding control of the NPCs, including wild creatures, they will be at first controlled by myself (made the world, I get dibs on how it works l: ) ) until the players have gotten familiar with it. Until then, just give me a little nudge here on the OOC or through your character's actions if you want a chance or intentional encounter with an NPC of any kind. Otherwise, I may put a random encounter here and there. I promise this will only be temporary.
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Post by Sighlent Sat Jan 16, 2010 3:59 am

Sounds ace cap'n. XD
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Post by Mustakrakish Sat Jan 16, 2010 7:41 pm

Sorry for the hold up everybody. Been a bit busy at work and with school, but I have about half of my first post done. I will have it up by the end of tonight.
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Post by Adrius Frostglare Sat Jan 16, 2010 9:12 pm

Aye, Comrade. Don't feel bad about being late to the party Smile
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Post by Mustakrakish Sun Jan 17, 2010 12:12 am

The final guest has arrived my friends. In the words of the old country...lets get this party started.
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Post by Adrius Frostglare Sun Jan 17, 2010 2:58 am

A little run-down on the personalities of each of the primals, people!

Fire: Energetic, passionate, extreme, emotional, determined, affectionate, fierce, intense

Earth: Slow, steady, patient, of few words, heavy, gravelly, tender, protective, slow-tempered

Water: Intelligent, articulate, calculating, logical, probing, understanding, practical

Light: Cryptic, two-sided, eerie, mysterious, prophetic, terrifying, enlightening, wise, keen on right and wrong

Wind: Free-spirited, soft, kind, sweet, adventurous, inviting, joyful, happy, carefree


Each of you can decide what your scenes will be like. You'll start out with only abilities that are only the basics, and I'll leave it to your creative minds to see how they work, as well as the scene containing your primals' explanation.
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Post by Savannah Sun Jan 17, 2010 4:36 am

Yay! And we're off. I love the way this has begun, with everyone being sucked out of the world so...theatrically, as Adrius put it.

Should be great fun when we all manage to meet. ^ ^
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Post by Adrius Frostglare Sun Jan 17, 2010 11:42 am

At this point, anyone posting in any order, so long as everyone has posted in once in a "turn", is acceptable. Later, when we're more together, we'll need more organization, but for now let's get phase 2 of the plan in way. Go nuts, no need to wait for the others. Just post once, though, then give everyone else a chance. That will conclude round 2.
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Post by Adrius Frostglare Sun Jan 17, 2010 7:42 pm

Loving the personifications here. They're spot-on, not to mention very creative. A tall man with waist-long silver hair, marble-white eyes, and a changing complexion from black-to-white-and-back? Wonderful! Clothes that whip with the softness of a breeze? Impressive.

Smile Now to wait on the rest...

A quick summary of everyone's new abilities (basic, anyway):

Fire: Increased speed and stamina, bursts source of energy/metabolism sans reduced lifespan (still needs to eat and sleep, though), ability to sprout fire from fingertips.

Earth: GREATLY Increased body endurance, GREATLY increased strength, small-medium scale terraforming (no more than 1/2 ton at a time).

Wind: GREATLY Increased speed and agility, lightness, air pressure/current manipulation (helps increase speed or summon strong gusts of air).

Water: Liquid-solid-gas manipulation of water, increased intellect and intuition, water manipulation (example: shooting a jet stream of water, reshaping ice into shards and shooting them like bullets, etc. There's a limit on the amount that can be controlled, though, so keep that in mind. Limit is approx. 500 pounds of water.)

Light: Limited clairvoyance (only by an hour or so, and unless there are no factors that can alter it, will be fuzzy), invisibility, spirit/presence cloaking (tied with invisibility to make one completely unnoticeable), light-burst from palms, manipulation of shadows ((Yes, I know, it's like a bunch of little non-combat gifts, but I assure you that they'll become extremely useful and invaluable... not to mention you'll be much more combat worthy afterward!)
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Post by Savannah Sun Jan 17, 2010 9:27 pm

No worries, it all sounds fantastic! And thank you, I'm relived I got the personification down, of course you gave great details to work from so I feel rather proud of the joint effect. Very Happy
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Post by Sighlent Mon Jan 18, 2010 2:32 am

So...I may have gotten a tad carried away with my post, however it is up and I do hope that I did ok.
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Post by Adrius Frostglare Mon Jan 18, 2010 10:06 am

Not at all. I consider... "carried away" to be a misnomer. More likely to be "artistically possessed" >: D
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Post by Sighlent Tue Jan 19, 2010 12:58 am

Yeah well it was good though right? Cause I'll only plea artistically possessed if it was good. XD
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Post by Guest Tue Jan 19, 2010 11:51 am

It was great. Don't worry. =D I just wish I could get carried away! lol

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Post by Adrius Frostglare Tue Jan 19, 2010 9:15 pm

Round 3 will be a "travel round". This means your posts will center around the trip your characters are taking to get to the meeting location.

Because we are not yet completely familiar with the landscape and because there is simply too much variety, I will give you all this option: give me a category and I will create a scene centered around this scenario to satisfy your character's experience. The categories are:

-Wildlife (can be flora/fauna or both)
-People/Culture (entering a town or witnessing some sort of human act. If you pick this, there is a chance I will extend the "travel round" to two rounds.)
-Area: (I will be describing the area greatly in each post, but if you want to emphasize struggles that concentrate on these hazards, feel free.)
-A combination of these.

Let me set an example:

Player A chooses "Area" and "Wildlife" in his category. In response, I paint a scenario where there are several wild creatures in the area near a very tall precipice. This is an area your character needs to cross or circumvent in order to get by. How he/she does it is up to you Ninja Disappear

If you feel you wish to to do a scenario by yourself, by all means, go ahead. Note that if you take two rounds and others take one, it will take your character more time to reach the meeting point.

Any questions? It's pretty much the same as a Game Master explaining the situation to the players in a tabletop RP.
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Post by Sighlent Tue Jan 19, 2010 9:44 pm

I like the idea of a combination. XD
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Post by Mustakrakish Tue Jan 19, 2010 10:08 pm

Im liking the People/Culture and Area categories. Im itching to get some interaction going on with the locals.
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Post by Savannah Wed Jan 20, 2010 4:14 am

ooo tough call. For me I think exploring some of the wildlife would be fun. Smile

I have a few minor questions, now that we've met/joined with our elemental counter-parts will they communicate only through our minds or can they manifest again? And if they can does everyone see them or only us?
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