Post by Gashu-Monsata on Aug 27, 2011 23:25:39 GMT
Albasia Roleplay general info
The Continent of Albasia (this image will soon be replaced by a better updated version with non-concept place names)
Info
This RP section is based on the floating continent of Albasia, the very same that is in the comic universe of ToA. Soon we will put an updated, slightly smaller map up here of where each region of the RP is located, and what the continent looks like.
Each area of Albasia is ruled by one of the 4 Elemental Wolves- Ven, of the Greenluba Plains, Bastion of the Great Ash, Syrin of the Hallowbone Lake and Semba of the Cloud Seas. Natura, the master of all elements and ruler of the other 4 wolves lives on the central island in a huge tree. Natura is a character representation of Mother Nature.
In each of these areas exists a multitude of wildlife, magical and non-magical beings. The majority of the time, these beings have powers pertaining to their natural habitat but as a result of cross-breeding from other territories this can have exceptions. Whilst they do not have the power of the Four Elementals, they can do things such as heal, levitate, create small elemental powers from nowhere (such as water, fire etc). These magical beings are in high demand for the packs of animals which reside in each area.
Magic
Albasia is abundant in magic. The Four Elementals and Natura control both Albasia, and all nature-related things on Earth. The creatures of magic are highly sought after in all regions of Albasia, and sometimes, some groups resort to kidnapping to gain their amazing powers. However, if Natura finds out about these incidents, these creatures will be banished deep into the catacombs of Albasia.
For non-magical beings, Natura has the power to grant them magic but they have to prove themselves first. Sometimes when an Elemental dies and they leave behind an heir born with no magic, she can grant them the power as they are next of kin. If no child is left behind, Natura will seek out the most trustworthy, honourable creature on Albasia (magical or non-magical) to take the place.
Non-Magic
Non-magical beings are usually hands on fighters. They tend to be the leader of the group, although in certain communities there may be exceptions.
For groups such as The Tainted Ones who live deep in the catacombs of Albasia, they may often come out at night and kidnap young members of certain groups to build up their own hoard. Often, they kidnap magical creatures.
Non-magical nor magical creatures use any weapon besides their own natural weapons.
THIS SECTION IS A WORK IN PROGRESS.
The Continent of Albasia (this image will soon be replaced by a better updated version with non-concept place names)
Info
This RP section is based on the floating continent of Albasia, the very same that is in the comic universe of ToA. Soon we will put an updated, slightly smaller map up here of where each region of the RP is located, and what the continent looks like.
Each area of Albasia is ruled by one of the 4 Elemental Wolves- Ven, of the Greenluba Plains, Bastion of the Great Ash, Syrin of the Hallowbone Lake and Semba of the Cloud Seas. Natura, the master of all elements and ruler of the other 4 wolves lives on the central island in a huge tree. Natura is a character representation of Mother Nature.
In each of these areas exists a multitude of wildlife, magical and non-magical beings. The majority of the time, these beings have powers pertaining to their natural habitat but as a result of cross-breeding from other territories this can have exceptions. Whilst they do not have the power of the Four Elementals, they can do things such as heal, levitate, create small elemental powers from nowhere (such as water, fire etc). These magical beings are in high demand for the packs of animals which reside in each area.
Magic
Albasia is abundant in magic. The Four Elementals and Natura control both Albasia, and all nature-related things on Earth. The creatures of magic are highly sought after in all regions of Albasia, and sometimes, some groups resort to kidnapping to gain their amazing powers. However, if Natura finds out about these incidents, these creatures will be banished deep into the catacombs of Albasia.
For non-magical beings, Natura has the power to grant them magic but they have to prove themselves first. Sometimes when an Elemental dies and they leave behind an heir born with no magic, she can grant them the power as they are next of kin. If no child is left behind, Natura will seek out the most trustworthy, honourable creature on Albasia (magical or non-magical) to take the place.
Non-Magic
Non-magical beings are usually hands on fighters. They tend to be the leader of the group, although in certain communities there may be exceptions.
For groups such as The Tainted Ones who live deep in the catacombs of Albasia, they may often come out at night and kidnap young members of certain groups to build up their own hoard. Often, they kidnap magical creatures.
Non-magical nor magical creatures use any weapon besides their own natural weapons.
THIS SECTION IS A WORK IN PROGRESS.