Emoria: World-Building OOC
+14
quakernuts
Crazy Hobo
Chainlinc3
Gadreille
Eternity
Fluesopp
Guilty Carrion
Dax
Hello Danger
Buzzwulf
Bird of Hermes
Kalon Ordona II
Kathryn Lacey
Shadow Moonseye
18 posters
FOG: Footsteps of Ghosts :: In Character :: Persistent Worlds :: Sleeping Worlds :: Emoria :: Emoria OoC
Page 6 of 11
Page 6 of 11 • 1, 2, 3 ... 5, 6, 7 ... 9, 10, 11
Re: Emoria: World-Building OOC
Yes, it is unfortunate that so much work was put in by honest players that must now be revised due to this situation. Believe me, when I found out about it I, along with the moderators, worked diligently to make sure that it was taken care of as soon as possible, for the primary purpose of making sure you did not put any more wasted effort into something that was going to be taken away. I apologize that this has happened, and I hope that you will find an even better idea to take the original one's place.
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
In order to have the Elemental Planes participate more in the role-play, I was thinking about having some conflict on one of the planes. I have this whole idea of a traitor from the Portal Guardians giving over the codes to someone from the Mountains of Night. Perhaps have an invasion of one of the planes later in the role-play when the tensions really start heating up. It would be a neat little event to role-play and it would force the planes' hand a bit when it comes to being more open with the Material Plane.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: Emoria: World-Building OOC
That sounds awesome, Bird of Hermes!
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
Plague and Shadow, could you check out the Tynir and I'nak sections in the Sentient Species and Races post?
Your areas are kind of empty, and I'm assuming most of it is still a work in progress. Thats why most of the stuff is in Culture, since that is where your work is most heavily focused.
Your areas are kind of empty, and I'm assuming most of it is still a work in progress. Thats why most of the stuff is in Culture, since that is where your work is most heavily focused.
Guest- Guest
Re: Emoria: World-Building OOC
Looks good Silvone!
Yeah, a lot is still a work in progress. I've been picking at things here and there when I can; so hopefully I'll be able to get you more information here in the near future.
I'll poke at Plague and have him look over the Tynir stuffins for ya.
Yeah, a lot is still a work in progress. I've been picking at things here and there when I can; so hopefully I'll be able to get you more information here in the near future.
I'll poke at Plague and have him look over the Tynir stuffins for ya.
Re: Emoria: World-Building OOC
Can someone tell me the difference between Quendi and Quendë? I've tried looking at how she used them in the context of her character sheet...but it eludes me. I thought Quendë was a plural form, but she also uses Quendi in plural references. So I'm thoroughly confused. I think Buzz knows...
Guest- Guest
Re: Emoria: World-Building OOC
Quendë is the singular form (or at least it's supposed to be. I was screwing it up in my first posts, too), and Quendi is the plural.
So, my character is Quendë, (or moriquendë, I guess. Whatever), but he's from the Rácar Herur, which are a clan of Quendi.
I always try to use the plural whenever I can, because I hate adding those stupid umlats.
So, my character is Quendë, (or moriquendë, I guess. Whatever), but he's from the Rácar Herur, which are a clan of Quendi.
I always try to use the plural whenever I can, because I hate adding those stupid umlats.
Buzzwulf- Spectral Light
- Join date : 2009-07-26
Posts : 307
Age : 33
Location : pacific northwest
Re: Emoria: World-Building OOC
Alright, thanks Buzzwulf! I was looking at it backward, which is why I couldn't figure it out...
Guest- Guest
Re: Emoria: World-Building OOC
Yes, Quendë is singular, Quendi plural. As for the ë, if you have a number pad then it's easy as Alt + 0235. ^^
Re: Emoria: World-Building OOC
Yes, there is that. ^^
Right, now, here's my almost-complete character sheet (hey, that rhymes) for my Sretin paladin. The POV one, anyway; there would be a few more. This guy is just the sort of person they'd station in Sretin. ^^
Let me know if everything is in order, and I'll put it up in the info thread.
Ryona, if you have any suggestions for relevant Sretin info to put in the bio, please let me know. If a new character can help the plot in some way other than participating in it, now's the time to put in plot-related life experiences for the character to help you move the story. ^^ If nothing comes to mind, though, that's fine too.
----------------
Username: Kalon Ordona II
Character: Lantis Ashei
Age: 515 years (3 Cycles)
Gender: Male
Species/Race: Thendári
Occupation: Paladin
Physical Description: Lantis stands at 6' and wears the garb of a thendári paladin: long-sleeved tunic of dark green silk, and bright, gold-trimmed armor of isildin (metal of steel, silver, and Light, crafted by Alos). In addition to the tunic and armor, Lantis commonly wears leather padding for the armor, white linen underclothes, dark woven breeches and sturdy leather boots. Lantis has deep teal eyes, and his hair is currently white. His looks are young and relatively attractive--which, for an elf, is quite handsome indeed.
Skills: A paladin, Lantis is a blademaster. There is little room in a paladin's life for other forms of combat. But there are other skills necessary for a paladin: the ability to think, the ability to learn, the ability to reason, a moral center, a strong sense of justice, a passion for Light. Lantis possesses these attributes, but they are woven into his quietly curious, peace-loving nature. Beyond his skills as a paladin, however, Lantis also leads the immortal life of a thendári elf. A lover of language, Lantis is interested in books, chronicles, and other forms of writing. He keeps a regular journal, sending them back home whenever he finishes one. His writing hand, by now, lasts far longer than his concentration.
Family: Lantis is the youngest of four siblings, one sister and three brothers. Shar, the sister and eldest, is a high ranking officer of Aendrel's militia, age 2285 (13.5 Cycles). Danath and Darun are twins, age 1236 (7.3 Cycles), are building artisans currently working to develop eastern Aendrel. Lantis himself, a paladin of middling potential, is the adventurous one.
Lantis belongs to the Ashei clan, one of the twenty-six Families of the Thendári. His parents, Níl and Aria, spend much of their time in Äm, doing their part to bring the two nations that much closer.
Life: [include info involving Sretin]
Right, now, here's my almost-complete character sheet (hey, that rhymes) for my Sretin paladin. The POV one, anyway; there would be a few more. This guy is just the sort of person they'd station in Sretin. ^^
Let me know if everything is in order, and I'll put it up in the info thread.
Ryona, if you have any suggestions for relevant Sretin info to put in the bio, please let me know. If a new character can help the plot in some way other than participating in it, now's the time to put in plot-related life experiences for the character to help you move the story. ^^ If nothing comes to mind, though, that's fine too.
----------------
Username: Kalon Ordona II
Character: Lantis Ashei
Age: 515 years (3 Cycles)
Gender: Male
Species/Race: Thendári
Occupation: Paladin
Physical Description: Lantis stands at 6' and wears the garb of a thendári paladin: long-sleeved tunic of dark green silk, and bright, gold-trimmed armor of isildin (metal of steel, silver, and Light, crafted by Alos). In addition to the tunic and armor, Lantis commonly wears leather padding for the armor, white linen underclothes, dark woven breeches and sturdy leather boots. Lantis has deep teal eyes, and his hair is currently white. His looks are young and relatively attractive--which, for an elf, is quite handsome indeed.
Skills: A paladin, Lantis is a blademaster. There is little room in a paladin's life for other forms of combat. But there are other skills necessary for a paladin: the ability to think, the ability to learn, the ability to reason, a moral center, a strong sense of justice, a passion for Light. Lantis possesses these attributes, but they are woven into his quietly curious, peace-loving nature. Beyond his skills as a paladin, however, Lantis also leads the immortal life of a thendári elf. A lover of language, Lantis is interested in books, chronicles, and other forms of writing. He keeps a regular journal, sending them back home whenever he finishes one. His writing hand, by now, lasts far longer than his concentration.
Family: Lantis is the youngest of four siblings, one sister and three brothers. Shar, the sister and eldest, is a high ranking officer of Aendrel's militia, age 2285 (13.5 Cycles). Danath and Darun are twins, age 1236 (7.3 Cycles), are building artisans currently working to develop eastern Aendrel. Lantis himself, a paladin of middling potential, is the adventurous one.
Lantis belongs to the Ashei clan, one of the twenty-six Families of the Thendári. His parents, Níl and Aria, spend much of their time in Äm, doing their part to bring the two nations that much closer.
Life: [include info involving Sretin]
Re: Emoria: World-Building OOC
Well, I'm not really sure what to come up with considering Sretin is pretty new for me as well. You can look at Reyabel's sheet and see if there is anything there that might be any use. She used to tend the great tree and has a missing brother, who could be played in the future, for the fun of it. There are many others in the role play though, perhaps someone else will have ideas.
Sorry I'm not much help, and that it took so long to get back to you. I saw it this morn and forgot it was there. -_-
Sorry I'm not much help, and that it took so long to get back to you. I saw it this morn and forgot it was there. -_-
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
Everything in Sentient Species and Races of Emoria has been filled out for the original landmass claims. I now just have to input the 10 or so for Arcona....
Everyone, please take a look over your sections and let me know if there are any problems. Also, take note of what areas are lacking and keep it in mind for when you are developing your world-space (though while it would be ideal to have everything fleshed out, it isn't absolutely necessary).
Note to the Council of the Mountains of Night: All sentient species located there are being left out of the list until I have the information for them. Again, no rush. I just don't feel like putting in a bunch of empty species sections for the sake of knowing they are there, like the elementals (which I might take out for now...).
EDIT: I forgot the bloody PIRATES!
Everyone, please take a look over your sections and let me know if there are any problems. Also, take note of what areas are lacking and keep it in mind for when you are developing your world-space (though while it would be ideal to have everything fleshed out, it isn't absolutely necessary).
Note to the Council of the Mountains of Night: All sentient species located there are being left out of the list until I have the information for them. Again, no rush. I just don't feel like putting in a bunch of empty species sections for the sake of knowing they are there, like the elementals (which I might take out for now...).
EDIT: I forgot the bloody PIRATES!
Guest- Guest
Re: Emoria: World-Building OOC
I have updated my character sheets in the Info thread, adding Lantis in there along with his character icon and further information. Please note the bio for both Lantis and Chälan (I finally added one for him).
I'll try to finally finish that last section of the Histories of Aendrel, too.
I'll try to finally finish that last section of the Histories of Aendrel, too.
Re: Emoria: World-Building OOC
I have some details to add to my pirates and world space. I'll be working on it here and there and update everyone once I have it done.
Hello Danger- Poltergeist
- Join date : 2009-07-05
Posts : 819
Age : 38
Location : in fair Verona.
Re: Emoria: World-Building OOC
All players, please read this. It’s extremely important to the upcoming events in Emoria.
As some of you know, I’m currently in charge of the sentient species of the Mountains of Night, and I’ve been tasked with creating the ‘orcs’ that will comprise of the bulk of the horde that threatens to overcome the world.
And I’ve ran into some small problems along the way, most importantly amongst them being food to required population levels. I’ve decided to solidify the ‘lowers’ and ‘highers’ into a single species, with the highers having a boon, or some other deal that makes them more of a threat. But that’s not the reason of this post. The Mountains of Night, as those of you who have read Buzzwulf’s new geography blurb, are not an enviroment suited to survival. Of anything. The Sythen and the scattered human settlements alone are difficult enough to sustain, but to include a horde species, it’d just shatter the weak semblance of an ecosystem we have. And the numbers required for these ‘orcs’ to threaten not only almost the entirety of Talonia, but also to battle on the island contientant, PLUS man the MON navy, is…well, astronomically high.
My solution are ‘spawnlings’. In essence, they’re not really an actual species. They’re more of a biological construct. Imagine, if you’d so indudlge me, beneath the towering black mountains, there lies a massive pit/fissue. At first glance, it’s nothing out of the ordinary. But when one looks at it, it’s full. Full of black, turbulent ichor. And if you watch closely, you can see creatures dragging themselves up from the black ‘waters’. Spawnlings won’t, and cannot, reproduce. They’re made, created and designed to just not have the proper equipment. I have no concrete appearance for them yet(as fully designing them only to be shot down did not appeal in the slightest.) Created in massive droves, they’re the bulk of the horde, and cannon fodder. Alone, they’re not much of a threat unless one is unaware of them. Given only a basic, and rather cheap, axe as their equipment, Spawnlings are entirely self armed, looting corpses and villages for better smash-y bits and stabbing bits, and stuff to stop them from getting smashed and stabbed. Weaker on average than your basic human or elfin male, they only pose a threat when they swarm you with numbers and the ramshackle seige devices that they slap together to assist in dealing with cities and fortifications.
To allow the horde to be properly restocked, as any horde army is going to lose DROVES of units to achieve the same effects of a well trained elite soldier army, Sythen are capable of creating small pits on the field, although these pits are SIGNIFICANTLY smaller than the one housed in the mountains of night. The pits are destroyable easily without anything to guard them, susceptible mostly to fire, which will cause them to essentially collaspe and close within seconds of the fire being dropped into the ichor.
I get the feeling I’m forgetting something, and I’ll post it as soon as I remember. Thanks for your time, and don’t hold back. I’m made of thicker stuff than you might think.
As some of you know, I’m currently in charge of the sentient species of the Mountains of Night, and I’ve been tasked with creating the ‘orcs’ that will comprise of the bulk of the horde that threatens to overcome the world.
And I’ve ran into some small problems along the way, most importantly amongst them being food to required population levels. I’ve decided to solidify the ‘lowers’ and ‘highers’ into a single species, with the highers having a boon, or some other deal that makes them more of a threat. But that’s not the reason of this post. The Mountains of Night, as those of you who have read Buzzwulf’s new geography blurb, are not an enviroment suited to survival. Of anything. The Sythen and the scattered human settlements alone are difficult enough to sustain, but to include a horde species, it’d just shatter the weak semblance of an ecosystem we have. And the numbers required for these ‘orcs’ to threaten not only almost the entirety of Talonia, but also to battle on the island contientant, PLUS man the MON navy, is…well, astronomically high.
My solution are ‘spawnlings’. In essence, they’re not really an actual species. They’re more of a biological construct. Imagine, if you’d so indudlge me, beneath the towering black mountains, there lies a massive pit/fissue. At first glance, it’s nothing out of the ordinary. But when one looks at it, it’s full. Full of black, turbulent ichor. And if you watch closely, you can see creatures dragging themselves up from the black ‘waters’. Spawnlings won’t, and cannot, reproduce. They’re made, created and designed to just not have the proper equipment. I have no concrete appearance for them yet(as fully designing them only to be shot down did not appeal in the slightest.) Created in massive droves, they’re the bulk of the horde, and cannon fodder. Alone, they’re not much of a threat unless one is unaware of them. Given only a basic, and rather cheap, axe as their equipment, Spawnlings are entirely self armed, looting corpses and villages for better smash-y bits and stabbing bits, and stuff to stop them from getting smashed and stabbed. Weaker on average than your basic human or elfin male, they only pose a threat when they swarm you with numbers and the ramshackle seige devices that they slap together to assist in dealing with cities and fortifications.
To allow the horde to be properly restocked, as any horde army is going to lose DROVES of units to achieve the same effects of a well trained elite soldier army, Sythen are capable of creating small pits on the field, although these pits are SIGNIFICANTLY smaller than the one housed in the mountains of night. The pits are destroyable easily without anything to guard them, susceptible mostly to fire, which will cause them to essentially collaspe and close within seconds of the fire being dropped into the ichor.
I get the feeling I’m forgetting something, and I’ll post it as soon as I remember. Thanks for your time, and don’t hold back. I’m made of thicker stuff than you might think.
Guilty Carrion- Poltergeist
- Join date : 2010-01-12
Posts : 856
Age : 33
Location : The Underdark
Re: Emoria: World-Building OOC
Well you know that I'm fine with them, but I figure I'd voice that here so that everyone else knows.
Re: Emoria: World-Building OOC
sounds like a plan to me... my only real concern is how, once spawned, they plan to eat, and how in the hell we're going to get them going in a single direction. Also, ewww.
Buzzwulf- Spectral Light
- Join date : 2009-07-26
Posts : 307
Age : 33
Location : pacific northwest
Re: Emoria: World-Building OOC
...I knew I forgot something. Because they're spawned, and not neccessarily living, they don't eat. They just kinda...pitter on dark juju energy. Also, whilst incrediably stupid(at least at first spawning, they get a little smarter if they live long enough) they listen well, and the 'highers' are going to be a superior version of them which generally become their warbosses.
Guilty Carrion- Poltergeist
- Join date : 2010-01-12
Posts : 856
Age : 33
Location : The Underdark
Re: Emoria: World-Building OOC
One word: Sweet.
That is all.
That is all.
Dax- Ghost
- Join date : 2009-10-19
Posts : 1766
Location : Montreal
Re: Emoria: World-Building OOC
Great idea, Plague. I see no issue with it.
Crazy Hobo- Shadow
- Join date : 2010-06-29
Posts : 195
Age : 30
Re: Emoria: World-Building OOC
Maybe they can be some sort of combination of Shadow and Material plane energies/matter. Especially the larger pit. Which is probably why it's larger, because it's more central in the shadow plane. The ones in the field would have to work on the more spread-out Shadow energies, since they can't tap into the actual Shadow Plane territory. They might even get the tiniest bit stronger at night--and insignificantly stronger in the shade--and maybe half again as strong when actually in the MON. Dunno, just brainstorming.
Great idea, Plague!! I can design the creatures in greater detail if you like, since it looks like someone ought to. I wouldn't mind them getting hewn down left and right. xD
Great idea, Plague!! I can design the creatures in greater detail if you like, since it looks like someone ought to. I wouldn't mind them getting hewn down left and right. xD
Re: Emoria: World-Building OOC
Oh, I'm going to design them. But I wanted the group to be alright with the idea before I started, seeing as it could be vetoed and then all the work is for nothing.
I'll ponder your ideas.
I'll ponder your ideas.
Guilty Carrion- Poltergeist
- Join date : 2010-01-12
Posts : 856
Age : 33
Location : The Underdark
Re: Emoria: World-Building OOC
World destroying, and other such unfortunate events.
It need not be said that we all treasure our creations dearly. We also must rely much on odds, statistics and chance when dealing with the strategy of the downfall and eventual survival of Emoria. However, I want to remind everyone that this is a story, not a badly played game of Risk. While I expect everyone to be realistic, and fair, what good story features heroes that do not have to beat the odds? Sometimes, miracles, unrealistic survival, and downright chance must come into play.
Of course, this must be agreed upon by both or all members who are affected. So, for example, if one worldspace is going to battle with another...you need to be clear with each other who is winning this before hand. If a character wants to kill a creature from someone else's land...you may have to let that happen, for sake of good story. Again, it needs to be agreed upon before hand, but I want all of you to understand that there will come a point in time where, for sake of the story, you may have to let some stuff go. Take a deep breath, its OK. This said, while it is perfectly fine to discuss these possibilities for destruction, both big and small, via PM, if you do so I will not know about it. So, if you want a referee in the mix, please at some point bring it to the OOC.
Of course, this does not include our actual Heroes. These are our creations and I would never let anything happen to them. Many worldspaces have already been given up for destruction, but it may come a time where your's is considered for destruction as well. While I never want to force anyone to let go of their creation, if no one can agree to let go (as I have already agreed for my lands to go) it may end up being put to a vote.
That said, those of you more aligned with the "dark side" are only biding your time. Right now you get to wreak havoc and send us to the depths of hell; but eventually, for sake of the story, you will be beaten. So keep that in mind, in the far future.
It need not be said that we all treasure our creations dearly. We also must rely much on odds, statistics and chance when dealing with the strategy of the downfall and eventual survival of Emoria. However, I want to remind everyone that this is a story, not a badly played game of Risk. While I expect everyone to be realistic, and fair, what good story features heroes that do not have to beat the odds? Sometimes, miracles, unrealistic survival, and downright chance must come into play.
Of course, this must be agreed upon by both or all members who are affected. So, for example, if one worldspace is going to battle with another...you need to be clear with each other who is winning this before hand. If a character wants to kill a creature from someone else's land...you may have to let that happen, for sake of good story. Again, it needs to be agreed upon before hand, but I want all of you to understand that there will come a point in time where, for sake of the story, you may have to let some stuff go. Take a deep breath, its OK. This said, while it is perfectly fine to discuss these possibilities for destruction, both big and small, via PM, if you do so I will not know about it. So, if you want a referee in the mix, please at some point bring it to the OOC.
Of course, this does not include our actual Heroes. These are our creations and I would never let anything happen to them. Many worldspaces have already been given up for destruction, but it may come a time where your's is considered for destruction as well. While I never want to force anyone to let go of their creation, if no one can agree to let go (as I have already agreed for my lands to go) it may end up being put to a vote.
That said, those of you more aligned with the "dark side" are only biding your time. Right now you get to wreak havoc and send us to the depths of hell; but eventually, for sake of the story, you will be beaten. So keep that in mind, in the far future.
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
Beautifully said, Ryona.
I think that this is something we should keep in mind and agree to. I also think we should keep in mind that not all good or evil in Emoria is cut and dry, black and white. For the depth of the world and the story we should all remember that every nation, every character has a story, their own desires and dreams and ambitions fueling them. So before you arm up or decide something needs genocided because it's "evil" or "good"; take a second to keep that in mind.
There's always two sides to every story, but in Emoria's case, I think there's more.
I think that this is something we should keep in mind and agree to. I also think we should keep in mind that not all good or evil in Emoria is cut and dry, black and white. For the depth of the world and the story we should all remember that every nation, every character has a story, their own desires and dreams and ambitions fueling them. So before you arm up or decide something needs genocided because it's "evil" or "good"; take a second to keep that in mind.
There's always two sides to every story, but in Emoria's case, I think there's more.
Re: Emoria: World-Building OOC
Thanks for adding that. I suppose the most important thing to keep in mind is collaboration requires both understanding and sacrifice, here in Emoria.
Gadreille- ★ Administrator ★
- Join date : 2009-07-26
Posts : 5277
Re: Emoria: World-Building OOC
Also, just on behalf of the 'dark side', if I could just say. Beaten, and destroyed shouldn't need to coincide. If the entire 'dark side' goes down after this war, then what's left for the west to really 'face'.
Guilty Carrion- Poltergeist
- Join date : 2010-01-12
Posts : 856
Age : 33
Location : The Underdark
Re: Emoria: World-Building OOC
Here's a few updates to the Emoria information.
The last bit of my Histories of Aendrel; some images and information on the Light Plane; and, fiiinally, a character sheet for Alos.
Also, could I ask that Lantis be added to the Relevant Members of the Thendári in the info thread?
. : The Zeal of Alos : .
With the new prosperity and peace that suffused the Age of Spirit, there grew an unspoken consensus that the time of secrecy should--indeed already had--come to an end. They now knew the ways of the world. They had watched as its history slowly passed. They were secure. In this time of trust and goodwill, Alos encouraged the Thendári to at last revisit their roots. It was time to reunite the disjoined peoples of Taurë Arda.
At the same time, Alos looked upon the world and deemed it ripe and ready for the presence of Light. The Paladins were already well received among the upper echelons of the civilized nations. All across Talonia, their outposts and stations provided an omnipresence comparable to the Ayre mercenaries of Idona, but in sheres of greater political influence. Thendári Paladins provided all-purpose, high-level assistance for their hosts--as renowned for vigilante errands as for political or historical counsel. How much more honor, nobility and quality could be cultivated in the world, Alos thought, if the paladins took their influence to the next level? Morgarath was all but forgotten. Let the Light shine the brighter.
Thendári began to visit Taurë Arda. In small groups and envoys at first, the two separated kindreds enjoyed a happy and enlightening reunion. If the Quendi had little remembrance of the reasons surrounding the separation, the Thendári were pleased to remind them of it. Fascinated interest surrounded joint studies of each other's history. The Thendári found that niether side had predicted accurately--and yet, in a way, both had. The united government of Taurë Arda had not resulted in stifled creativity and stagnation; the Thendári had changed irrevocably, yes, but not in the way they had imagined. The Thendári had got more than they bargained for; and yet, was that not their desire, to change and grow separately for the sake of variety? The Five Clans of the Quendi remained distinct while still enjoying peace in unity. Both sides, it seemed, had forged their desires into reality. Elvenkind rejoiced.
The Paladins wasted no time in familiarizing themselves with their old kin and inserting themselves into daily life. Other Thendári took up permanent residence in Taurë Arda, especially in Nolwë and around the Great Library, where a great sharing of knowledge was taking place. Meanwhile, the Paladins spread, ambassadors of Thendári and agents of Light, both. Spurred by Alos, it seemed nothing could go wrong. The Shadow had surely diminished, and the land was being fortified against it; what conflicts appeared were only the work of the material. They would be overcome. The Lord of Light saw a bright future on the horizon, and he was eager to reach it.
Here's a map of the Light Plane, with locations.
1 ~ region of Irrnanndë; extremely high population density
2 ~ region of Irrdhanath; very high population density
3 ~ region of Irrshana; high population density
4 ~ land of Eléri; wild and romanticized
5 ~ land of Inara; the crossings to the north and east are perilous
6 ~ region of Irrethin; travel center; shortest crossing of the Alalë expanse
7 ~ lands of Thalos; trade center
8 ~ land of Liéna; competitive recreation
9 ~ lands of Oren; moderate population density
10 ~ land of Eydor; isolated; center for magical practice
11 ~ region of Alder; isolated; ideal for sophisticates
12 ~ land of Hieshana; low population density
13 ~ region of Dhunan; very low population density
14 ~ region of Irrilied; extremely low population density
15 ~ land of Sora; considered exotic
16 ~ lands of Alári; travel center; shortest crossing of the Alalë expanse
17 ~ expanse of Alalë; the most romanticized and traveled expanse
18 ~ lands of Dhanéri; well balanced
19 ~ expanse of Chindya; more than twice the size of Alalë and Heyara combined
20 ~ lands of Eyathen; mysterious wilds; enticing for the more adventurous
21 ~ expanse of Heyara; known for its unpredictable thrills
22 ~ region of Alathen; travel center; shortest crossing of the Heyara expanse
23 ~ lands of Ellórë; moderate population density
24 ~ land of Tílon; travel center; shortest crossing of the Heyara expanse
25 ~ region of Ilis; isolated, serene, ideal for study and records-keeping
Here's a picture of an Araltári, a Light-dweller.
Here's Alos in the Material Plane [left], in the Shadow Plane [right],
and in the Light Plane [below]
And, up for review, here at last is the character sheet for Alos.
I was forced to tread dangerous ground in the bio. If something needs changing, let me know.
I also learned the nature of Morgarath in detail during discussions with Raptorman, before, so the information should be legitimate.
Username: Kalon Ordona II
Character: Alos
Age: As old as the Light Plane
Gender: technically neither; has attributes of both; but in effect, Male
Species/Race: Lord of Light
Occupation: Ruler of the Light Plane
Appearance in the Light Plane: A vaguely humanoid white light, carrying a staff that is just as bright. The light is brighter than any part of the Light Plane, and yet it is not painful to look at--rather, it commands one's gaze. Music and projected thoughts, too, radiate from his form.
Appearance in the Plane of Air: A half visible figure, light emanating into visibility in waves, ripples or points of concentration in seemingly random patterns, while the figure himself remains transparent. The staff he holds is invisible, and instead of light it produces sound, a high note that changes with movement and in proximity to different materials or beings. This form can pass through objects, but not as if they weren't there; the denser the matter, the longer it takes to pass through.
Appearance in the Plane of Earth: A sphere of light and moderate heat, projecting a full spectrum of sound. He is a powerful energy source, an access point for rapid growth through photosynthesis.
Appearance in the Plane of Fire: Invisible--a floating, moving source of projected feelings and emotions. Heat is also generated by the presence, though this would go virtually unnoticed by Fire-dwellers.
Appearance in the Material Plane: Alos's material body stands at 6'4" and is most often clothed with a taste for simplistic elegance. His everpresent glow of Light radiates in rippling patterns affected by movement. He always carries a golden staff, as much a symbol of his power and authority as it is another source of Light. The staff is also an instrument capable of producing sound in response to mental projections.
Appearance in the Shadow Plane: Alos entered the Shadow Plane on many occasions when Light and Shadow directly opposed one another, during the early ages of the world--that is, before the Sundering. His form is not altered, but direct contact with Shadow dampens Alos's power and is physically harmful. Wearing a cloak--hiding beneath an artificial shadow as opposed to moving through the real atmosphere of its plane--helps minimize the constant damage. His staff loses all of its glow.
Powers: Ghosting; requires little physical exertion. Levitation; requires some physical exertion. Flight; requires physical exertion proportionate to speed. Conversion of internal energy to light, sound, or heat, able to be projected outward according to mental direction and/or physical movement; requires sufficient internal energy. Projection of thoughts, feelings, or emotions, capable of influencing other sentient beings; requires proportionate mental exertion.
Strengths: Fire: Heat recharges a little energy. Music: Harmonious sound recharges some energy. Light: Fundamental energy proportionately recharged. Positive emotions, feelings, thoughts: Increased efficiency. Daytime: All energies and abilities increased. Light Plane: All energies and abilities virtually infinite.
Weaknesses: Ice: Cold taxes a little energy. Noise: Discordant sound taxes some energy. Shadow: Fundamental energy proportionately taxed. Negative emotions, feelings, thoughts: Decreased efficiency. Nighttime: All energies and abilities taxed. Shadow Plane: All energies and abilities virtually nullified.
History: Alos came into being at the same time as the Light Plane. He is its embodiment, its champion, its lord. A unique being, the Lord of Light is the counterpoint to the Shadow Lords, as they are to him. In the beginning, Light and Shadow were always at war, neither side dominating for long. With the rise of the elemental planes, however, the playing field became complicated. The elemental planes had their own conflicts, and eventually their great wars culminated and ended in the Sundering.
With the portals established as the only links between planes, a forced peace reigned. But not for long. The nature of each plane is to expand. Only through checks and balances is the world maintained. Thus the oppositions were doomed to continue. But with the Material Plane as the only common ground, the contests were necessarily more complicated and naturally less predictable. As different races were created or developed, new obstacles arose--but with them rose new opportunities. The Shadow Lords were the first to recognize the potential of material agents. In a bold move, they enslaved and cohabited a material vessel. With the birth of Morgarath, Alos's designs were thwarted. Balance was lost.
Alos had no counter for the Shadow Lords' brilliant but abominable strategy. In the millennia that followed, he searched in vain for a viable Material countermeasure. He had been forced to tread with utmost caution, even retreating to his own realm on several occasions, while Shadow reigned in the Material Plane. Not until the origins of the Thendári was Alos afforded a chance to fight back. Now with the Paladins as his agents, Alos has evened the playing field and, he hopes, has brought victory within reach.
World-space: The Light Plane, home of the Araltári race, its lands suspended above the skies of the Material. Its seas are not of a kind with the Material, but are great expanses of suspended moisture, crossed in buffeted, prismatic flight. Its lands, hills and forests glow with spectral light, and its dwellings gleam golden.
Sentients: The Araltári, beings of light who live for creative expression and communion.
Governing Body: Violent conflict is impossible and variety is valued, so there is little need for government as such. Any need for guidance or resolution is supplied by Alos.
Allies: Aendrel, of the Material.
The last bit of my Histories of Aendrel; some images and information on the Light Plane; and, fiiinally, a character sheet for Alos.
Also, could I ask that Lantis be added to the Relevant Members of the Thendári in the info thread?
. : The Zeal of Alos : .
With the new prosperity and peace that suffused the Age of Spirit, there grew an unspoken consensus that the time of secrecy should--indeed already had--come to an end. They now knew the ways of the world. They had watched as its history slowly passed. They were secure. In this time of trust and goodwill, Alos encouraged the Thendári to at last revisit their roots. It was time to reunite the disjoined peoples of Taurë Arda.
At the same time, Alos looked upon the world and deemed it ripe and ready for the presence of Light. The Paladins were already well received among the upper echelons of the civilized nations. All across Talonia, their outposts and stations provided an omnipresence comparable to the Ayre mercenaries of Idona, but in sheres of greater political influence. Thendári Paladins provided all-purpose, high-level assistance for their hosts--as renowned for vigilante errands as for political or historical counsel. How much more honor, nobility and quality could be cultivated in the world, Alos thought, if the paladins took their influence to the next level? Morgarath was all but forgotten. Let the Light shine the brighter.
Thendári began to visit Taurë Arda. In small groups and envoys at first, the two separated kindreds enjoyed a happy and enlightening reunion. If the Quendi had little remembrance of the reasons surrounding the separation, the Thendári were pleased to remind them of it. Fascinated interest surrounded joint studies of each other's history. The Thendári found that niether side had predicted accurately--and yet, in a way, both had. The united government of Taurë Arda had not resulted in stifled creativity and stagnation; the Thendári had changed irrevocably, yes, but not in the way they had imagined. The Thendári had got more than they bargained for; and yet, was that not their desire, to change and grow separately for the sake of variety? The Five Clans of the Quendi remained distinct while still enjoying peace in unity. Both sides, it seemed, had forged their desires into reality. Elvenkind rejoiced.
The Paladins wasted no time in familiarizing themselves with their old kin and inserting themselves into daily life. Other Thendári took up permanent residence in Taurë Arda, especially in Nolwë and around the Great Library, where a great sharing of knowledge was taking place. Meanwhile, the Paladins spread, ambassadors of Thendári and agents of Light, both. Spurred by Alos, it seemed nothing could go wrong. The Shadow had surely diminished, and the land was being fortified against it; what conflicts appeared were only the work of the material. They would be overcome. The Lord of Light saw a bright future on the horizon, and he was eager to reach it.
Here's a map of the Light Plane, with locations.
1 ~ region of Irrnanndë; extremely high population density
2 ~ region of Irrdhanath; very high population density
3 ~ region of Irrshana; high population density
4 ~ land of Eléri; wild and romanticized
5 ~ land of Inara; the crossings to the north and east are perilous
6 ~ region of Irrethin; travel center; shortest crossing of the Alalë expanse
7 ~ lands of Thalos; trade center
8 ~ land of Liéna; competitive recreation
9 ~ lands of Oren; moderate population density
10 ~ land of Eydor; isolated; center for magical practice
11 ~ region of Alder; isolated; ideal for sophisticates
12 ~ land of Hieshana; low population density
13 ~ region of Dhunan; very low population density
14 ~ region of Irrilied; extremely low population density
15 ~ land of Sora; considered exotic
16 ~ lands of Alári; travel center; shortest crossing of the Alalë expanse
17 ~ expanse of Alalë; the most romanticized and traveled expanse
18 ~ lands of Dhanéri; well balanced
19 ~ expanse of Chindya; more than twice the size of Alalë and Heyara combined
20 ~ lands of Eyathen; mysterious wilds; enticing for the more adventurous
21 ~ expanse of Heyara; known for its unpredictable thrills
22 ~ region of Alathen; travel center; shortest crossing of the Heyara expanse
23 ~ lands of Ellórë; moderate population density
24 ~ land of Tílon; travel center; shortest crossing of the Heyara expanse
25 ~ region of Ilis; isolated, serene, ideal for study and records-keeping
Here's a picture of an Araltári, a Light-dweller.
Here's Alos in the Material Plane [left], in the Shadow Plane [right],
and in the Light Plane [below]
And, up for review, here at last is the character sheet for Alos.
I was forced to tread dangerous ground in the bio. If something needs changing, let me know.
I also learned the nature of Morgarath in detail during discussions with Raptorman, before, so the information should be legitimate.
Username: Kalon Ordona II
Character: Alos
Age: As old as the Light Plane
Gender: technically neither; has attributes of both; but in effect, Male
Species/Race: Lord of Light
Occupation: Ruler of the Light Plane
Appearance in the Light Plane: A vaguely humanoid white light, carrying a staff that is just as bright. The light is brighter than any part of the Light Plane, and yet it is not painful to look at--rather, it commands one's gaze. Music and projected thoughts, too, radiate from his form.
Appearance in the Plane of Air: A half visible figure, light emanating into visibility in waves, ripples or points of concentration in seemingly random patterns, while the figure himself remains transparent. The staff he holds is invisible, and instead of light it produces sound, a high note that changes with movement and in proximity to different materials or beings. This form can pass through objects, but not as if they weren't there; the denser the matter, the longer it takes to pass through.
Appearance in the Plane of Earth: A sphere of light and moderate heat, projecting a full spectrum of sound. He is a powerful energy source, an access point for rapid growth through photosynthesis.
Appearance in the Plane of Fire: Invisible--a floating, moving source of projected feelings and emotions. Heat is also generated by the presence, though this would go virtually unnoticed by Fire-dwellers.
Appearance in the Material Plane: Alos's material body stands at 6'4" and is most often clothed with a taste for simplistic elegance. His everpresent glow of Light radiates in rippling patterns affected by movement. He always carries a golden staff, as much a symbol of his power and authority as it is another source of Light. The staff is also an instrument capable of producing sound in response to mental projections.
Appearance in the Shadow Plane: Alos entered the Shadow Plane on many occasions when Light and Shadow directly opposed one another, during the early ages of the world--that is, before the Sundering. His form is not altered, but direct contact with Shadow dampens Alos's power and is physically harmful. Wearing a cloak--hiding beneath an artificial shadow as opposed to moving through the real atmosphere of its plane--helps minimize the constant damage. His staff loses all of its glow.
Powers: Ghosting; requires little physical exertion. Levitation; requires some physical exertion. Flight; requires physical exertion proportionate to speed. Conversion of internal energy to light, sound, or heat, able to be projected outward according to mental direction and/or physical movement; requires sufficient internal energy. Projection of thoughts, feelings, or emotions, capable of influencing other sentient beings; requires proportionate mental exertion.
Strengths: Fire: Heat recharges a little energy. Music: Harmonious sound recharges some energy. Light: Fundamental energy proportionately recharged. Positive emotions, feelings, thoughts: Increased efficiency. Daytime: All energies and abilities increased. Light Plane: All energies and abilities virtually infinite.
Weaknesses: Ice: Cold taxes a little energy. Noise: Discordant sound taxes some energy. Shadow: Fundamental energy proportionately taxed. Negative emotions, feelings, thoughts: Decreased efficiency. Nighttime: All energies and abilities taxed. Shadow Plane: All energies and abilities virtually nullified.
History: Alos came into being at the same time as the Light Plane. He is its embodiment, its champion, its lord. A unique being, the Lord of Light is the counterpoint to the Shadow Lords, as they are to him. In the beginning, Light and Shadow were always at war, neither side dominating for long. With the rise of the elemental planes, however, the playing field became complicated. The elemental planes had their own conflicts, and eventually their great wars culminated and ended in the Sundering.
With the portals established as the only links between planes, a forced peace reigned. But not for long. The nature of each plane is to expand. Only through checks and balances is the world maintained. Thus the oppositions were doomed to continue. But with the Material Plane as the only common ground, the contests were necessarily more complicated and naturally less predictable. As different races were created or developed, new obstacles arose--but with them rose new opportunities. The Shadow Lords were the first to recognize the potential of material agents. In a bold move, they enslaved and cohabited a material vessel. With the birth of Morgarath, Alos's designs were thwarted. Balance was lost.
Alos had no counter for the Shadow Lords' brilliant but abominable strategy. In the millennia that followed, he searched in vain for a viable Material countermeasure. He had been forced to tread with utmost caution, even retreating to his own realm on several occasions, while Shadow reigned in the Material Plane. Not until the origins of the Thendári was Alos afforded a chance to fight back. Now with the Paladins as his agents, Alos has evened the playing field and, he hopes, has brought victory within reach.
World-space: The Light Plane, home of the Araltári race, its lands suspended above the skies of the Material. Its seas are not of a kind with the Material, but are great expanses of suspended moisture, crossed in buffeted, prismatic flight. Its lands, hills and forests glow with spectral light, and its dwellings gleam golden.
Sentients: The Araltári, beings of light who live for creative expression and communion.
Governing Body: Violent conflict is impossible and variety is valued, so there is little need for government as such. Any need for guidance or resolution is supplied by Alos.
Allies: Aendrel, of the Material.
Last edited by Kalon Ordona II on Thu Mar 10, 2011 10:45 am; edited 1 time in total
Page 6 of 11 • 1, 2, 3 ... 5, 6, 7 ... 9, 10, 11
Similar topics
» Emoria: World-Building OOC
» Fallen Dreams: Echoes from the Black (Fantasy RPs/ World Building)
» World Builder Project: Name the World
» Emoria: OOC
» Emoria: OOC
» Fallen Dreams: Echoes from the Black (Fantasy RPs/ World Building)
» World Builder Project: Name the World
» Emoria: OOC
» Emoria: OOC
FOG: Footsteps of Ghosts :: In Character :: Persistent Worlds :: Sleeping Worlds :: Emoria :: Emoria OoC
Page 6 of 11
Permissions in this forum:
You cannot reply to topics in this forum