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Posted: Mon Apr 30, 2007 5:09 pm
((Please note that the opinions of the author are not necessarily the opinions expressed in the storyline by anyone. So, should any problems arise, please be polite.))
Welcome to Imbalance, a story of our material plane, and the ten specialized planes that surround it, anchor it, and compose it. Each person in the world is bonded to at least one of these elements, but few can learn to tap into their element with any reliability, and they are always extremes, close to one, but far from all others. Two of the elements--Heaven and Hell--are seperate from the others, for none are bound to those planes by nature, but by choice. They are the only planes to which the terms good and evil apply. The other eight planes are as follows: The four Physical planes, Earth, Fire, Air, and Water; and the four metaphysical planes, Creation, Destruction, Law, and Chaos
When a person is connected to one and only one of the ten connectible elements, he might begin to exhibit a certain control of his element. With training, experimentation, or actual no-kidding talent, he could possibly gain enough control to alter the world significantly.
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Posted: Mon Apr 30, 2007 5:10 pm
Rules 1) Follow all Gaian Terms of Service Rules 2) Please post in complete sentences, and use proper grammar. 3) When posting descriptions, you may use pictures, but link to them, and write you description in words as well. This includes people, places, and everything else. 4) Cussing is allowed, but try to have full sentences between each explitive. 5) You must either: a) Like pancakes, or b) Pretend to like pancakes. If you can't do either, cookies and muffins are a good substitute. Tell about it after your profile form in your PM, so I know you read the rules.
~13 May 2007~ Horay! I've just had the pleasure to add the first complete character profile to this RP!
~12 May 2007~ Removed light and dark from the elements list, because I realized that they just wouldn't work very well. Also, some of the submissions I've had have alerted me to the fact that I wasn't specific enough in my instuctions. Sorry guys, the problem is all on my end. I'll be fixing that shortly after writing this news bulliten.
~3 May 2007~ Opening roleplay to character admissions now, exposition to come after a few players sign up.
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Posted: Mon Apr 30, 2007 5:12 pm
Alright. I've recieved a couple applications so far, and while I like them, I realize that I might have been a bit vauge in my instuctions. Therefore, this quote box is added to remedy that. Remember, if you have no spiritual affiliation, you can just delete those lines, but I'd prefer if your character did indeed have the background line. If you wish, you may also create a specific NPC character. I'll list your name with the character, as I did for Galanodel and the Soldiers for myself. Quote: Character Name: First Name, Middle Name, "Nickname" Surname Not hard at all, and nobody's given me anything troubling, but this is for thouroughness.
Description: This is where your physical description goes, nothing else. The more detail, the better (for quick reference later on in the roleplay), but I would appreciate it if, on your first post, you would describe your character.
Elemental Affiliation: One of the eight physical or metaphisical planes will go here. That's easy enough. Fire ties will always be on the side of Galanodel the Rage (see profile below). Other ties may join him, except for the following: Creation, Water, and Heaven. I've also decided that if you don't want to have control over just an element--if, say, you wanted a normal person who gained power through devotion (or selling your life to the Demon Lord)--you can do that. In that case, put several elemental affiliations, because only one or two people in every gross (that's a dozen dozen) generations have no elemental ties.
Extent of Control: This is important, as this is where you will put your character's basic control over his/her element. Please note that there are varrying degrees of power, but the most common is somewhere in the middle. People who have lots of raw power tend to have very little control, and there for little precision, people who lack raw power tend to have great precision gained through training, though it is possible to have both raw power and precision, or neither raw power nor precision.
Spiritual Affiliation: If your character has a spiritual tie, this is where you put it. This is more than just a basic leaning towards good or evil, this is actual no-kidding devotion. Hell was once a placed ruled by many Demon Lords who kept demon underlings (the capital 'D' makes a difference) and human supplicants to secure their position from the wiles of the other Demon Lords. The human supplicants supplied their life force as a power source for their Demon Lord and, in return, gained one or two powers in keeping with the Demon Lord's domain. This was before the great War in Hell, for now there is but one Demon Lord by the name of Karnon. He still keeps demons and humans, but everything goes to him. The ruler of Heaven is simply refered to as God. He is much like the Christian God of today, loving and caring, but prone to displays of righteous anger when defied, though there is less controversy about what he wants, since he and his agents are quite active in the world, and keep up appearances. The powers he grants are tied to healing and protection, though those who bond with Heaven are subject--from time to time--to his direct control through them (it isn't exactly the same as ripping the will from your body--more like a gentle nudge, really--but it is just as insistant).
Granted Power(s): Okay, the granted power will be what you get from the bond with either God or Karnon. In the case of Heaven bonds, the humans tend to gain powers of healing, defense, or prophecy. In certain cases, Heaven bonds might even gain the power to bless weapons. Hell bonds tend to have powers more related to attack. Some hell bonds can look into a person, and pull out the most venomous things to use against that person. Some Hell bonds have gained the state where no would would ever kill them. Heaven is often associated with light, simply because light exposes all things, good and bad, for what they really are. Hell is associated with dark because darkness hides all things, including the wrongdoing of a person. These, however, do not always hold true, though. Heaven bonds can be possessed by God at any time, to spout messages, give dire warnings, or even to do heroic things. Hell bonds give their life energy to Karnon, who can use their bodies in a similar manner, but it tends to lean towards usurpations and direct attacks on Heaven bonds. Karnon possessions are not nearly as common as God possesssions, because Karnon becomes entirely too vulnerable when he possesses the body of one of his bonds.
Background: This is a good place to include things like your character's personality, how (s)he came to have his/her spiritual ties (if (s)he has them), what villiage (s)he came from, and things of that nature. Go wild. If I see something I don't like or don't quite grasp, I'll talk to you about it. I'm a reasonable fellow. [b]Character Name:[/b] [b]Description:[/b] [b][i]Elemental[/i] Affiliation:[/b] [b]Extent of Control:[/b] [b][i]Spiritual[/i] Affiliation:[/b] (Heaven/Hell) [b]Granted Power(s):[/b] [b]Background:[/b] Chalybs Levitas (Sole-Control NPC) Character Name: Galanodel the Rage Description: Galanodel is a powerful man, and well versed in the use of power. A shaggy mane of red hair encircles his hard face. His beard is a fine thing, which even the dwarves of myth would be proud of, and his hair blends seemlessly into this beard, effectively hiding his ears. Galanodel stands at seven feet, three inches tall, his powerful frame dominating any conversation, just as his booming voice commands attention and, to some minds, respect. He dresses like the emperor that he has become, a long cloak of elegant detail swathing his form, covering sturdy black trousers with red trim and an elaborate vest with silver gilt designs. A tough broadsword hangs at his side, and his stance is one of a more than competant swordsman. Elemental Affiliation: Fire Extent of Control: Galanodel Background: Galanodel grew up on stories of the heroes of the past, who fought with honor, but he also grew up on stories of the heroes who triumphed by dupicitous means, and was taught that anything goes where power is concerned. Looking at the scattered villiages with their little routines, Galanodel grew bored, and decided it was time to unite all the villiages, principalities, kingdoms, and tribes under one banner. His banner. The banner of Fire. As he grew in power, so too did the influence of Fire throughout all the world. DixyDevlin Character Name: Pelani “White Root” Description: Pelani is small of stature and willowy of frame. With hair soft as a summer breeze and the color of the wheat that wind blows through and hazel eyes, she appears to be the embodiment of her element. She is clothed simply in brown hose and a soft, green, too big, wool tunic cinched at the waist with a wide leather belt. Elemental Affiliation: Earth Extent of Control: Medium. She’s figured out how to do things at will, but hasn’t mastered stopping her power when she’s gotten angry or happy (in extreme). Rockslides, cave collapses, earthquakes, concentration of materials under the roots of dying plants, and softening of metals (but not bending, molding, breaking…), she has learned how to do. Background: Because of the growing disregard for the planet, Pelani is one of the last earth children left. Born human, but raised by a denizen of Earth (druid, the ‘mothering earth’ type). The only history she has and knows is the Earth's history. Not that she remembers all of that. Raised in the denizen’s ways and tongue, she doesn’t understand common speech, and is easily frustrated by this fact. Most of the time she is wandering around in the elaborate cave system she was raised in and the surrounding forest area. But the area has been encroached on by the non-gifted humans with their industrious ways. This has made the little earth child angry, and many men have found themselves caught in great shifts of the earth and the destruction that follows. Chalybs Levitas (NPC) Character Name: Imperial Soldiers Description: Varies from soldier to soldier, but all wear the sharp uniform of the Soldiers of the Empire. Officers bear different hats as their only mark of distinction. Elemental Affiliation: Usually no special connection to any one plane, though most, if not all, possess a tie to Fire in addition to the others. Remember, single plane ties, which allow manipulation of an element, are rare. Spiritual Affiliation: Varies; Usually none. Background: Again, this varies. NPC's Character Name: Townsfolk Description: varies Elemental Affiliation: varies; usually combos Spiritual Affiliation: varies; usually none. Background: varies
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Posted: Mon Apr 30, 2007 5:13 pm
Physical Elements
Earth ~ People who work the earth tend to be stubborn and strong-willed. They mold stone as easily as the potter sculpts clay, and even the very heart of the earth is as a living thing under their manipulations. Though earth is necessary for all plant life, earth bonds have no control over the plants or the animals that depend on the earth, for they are composites of several elements. While earthworkers can bend metal, it is very hard to do, and almost impossible to do with any precision.
Fire ~ Those bonded with fire have great passion, and make fantastic artists, but they also tend to be heavy drinkers with fierce tempers. The fire workers are strongest at noon, and weakest at midnight on the night of the new moon, because they draw much power from the sun, and when even the moon is out, there is no souce of fire nearby. However, the fireworkers can artificially boost their power with steam engines, bonfires, and such sources of heat.
Air ~ Air is one of the easiest elements to use, not because it is somehow easier to control, but simply because it is everywhere. One does not need to be near the earth, a source of heat, or a body of water to use it, as in the other elements, one just needs to be surrounded by air, and that is pretty easy to acomplish. With the assistance of a glider or some other wind-catching device (most common is flaps sewn into your clothing in an imitation of a flying squirrel), an air-bond can even fly! The most common combat teqnique is creating very strong, very localized gales with enough pressure behind them to cut, but many find that Air makes archery easy, since one can use the air to guide the arrows. Air bonds are sociable and friendly, though they are highly succeptible to their whims.
Water ~ Water is persitant. No matter the troubles that arise, Water will eventually flow back into its own channel, and will wear down mountains. When split from itself (as when one dives into a river, or a hand splashes a still pool), the agitation will fade, and Water will flow back together. Water bonds are great planners, and are as stubborn as Earth bonds, but hide it better, and will achieve what they want by careful pursasion and a slow wearing-down rather than just bowling head-on through, as an Earth bond is wont to do. One of the most spectacular abilities of the Water bonds is their capability to shift the state of water through solid (ice), liquid (water), and gas (water vapor [clouds and such]). While they are able to pull water vapor from the air for their needs, this supply is highly limited, and sometimes inaccessible, such as when on a tundra (not that big a deal, since it's all ice) or on a desert.
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Posted: Sun May 13, 2007 11:37 am
Metaphysical Elements
Law ~ People bonded with the law are stiff-necked and proud. They believe that tyranny is better than annarchy, and will uphold the laws of the land no matter the cost to themselves. The monastic life suit them well, and they tend to be skilled at martial arts, including being well-trained with certain weapons (such as the longsword) because they have self-discipline abounding. Although they do not have much ability to influence their world directly, seeing as how they are bound to an idea rather than a reality, some find that they can impose extreme order on those of weak will, turning them into little more than automatons following the law without will of their (the things with enforced law) own. The problem, however, is that too much of that law would cause any being to shatter, simply because it could not move, could not think, without introducing some element of chaos. This does not work on those of strong will.
Chaos ~ Chaos bonds are mad. Not always entirely, but in one way or another, they are mad. Chaos bonds have murcurial tempers and will, when angered, fight with the strength of madmen. The human body and the human mind is governed by strict laws, within which it normally opperates fairly freely. If a Chaos bond should increase the ammount of Chaos in the equation, the human body might break down (this is a slow process, and one easily interrupted. However, if it is not interrupted by some factor, the victim will disintigrate into a pile of once-human goo)! If the level of chaos in the mind rises to a fever pitch, it might break free of the laws which govern the mind. Writers will find themselves flooded with so many ideas that they would even go so far as to damage themselves to get blood so that they can write down their ideas. In short, the Chaos bond could break his opponent's connection to reality, if he uses enough brute force. Chaos bonds tend to use scythes and double bladed axes as weapons. Clawed gauntlets and bladed greaves are also common. One thing the Chaos bond's weapons will always have is the ability to attack continuously, as they tend to fight in a miniature berzerker rage.
Creation ~ Creation bonds tend to be teachers, artists, musicians, writers, and poets. Anything that can bring something from nothing, basically. Because the only ones who can actually do that are single-bonds with Creation, most creation bonds try to take something from its original state and make it better. Creation single-bonds are sometimes forced into combat. When that happens, they fight by creating things--such as enormous boulders or high-speed arrows--in such a way that the objects damage their opponents.
Destruction ~ Destruction bonds had a difficult time in a fight, since living matter is much harder to destroy than non-living. Most made do with simply destroying armor and incoming weaponry (swords and arrows in flight, mostly). That is, until the discovery made by one miner. The explosion. As the essence of destruction--violent, capable of destroying much in a single go--explosions became the Destruction bond's main choice for weapon. Those with little skill make large booms, but those with much skill can use the smallest of forces to topple mountians. All such explosions originate at the fingertips of the bond, to be affixed to arrows, or thrown, or placed, and detonated at will. Only the Destruction bond with whom the explosion originated can see or detonate it.
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Posted: Sun May 13, 2007 12:19 pm
Spiritual Elements
___The spiritual bond is special, especially when compared to the others. For one thing, even when there are other bonds present--which, except in a very, very few cases (maybe ten in a dozen gross (a gross is a dozen dozen, remember) generations), there are--the spiritual bond allows one to do amazing feats. While the abilities from a hell bond are called Infernomancy, the abilities gained from a heaven bond are called White Magic. Underneath each element will be a list of commonly obtained powers, and their descriptions. Please note that these abilities will not be the only powers one can obtain, and nobody obtains more than three--at most. Most people only gain one ability from the bond. Also, these bonds are only gained voluntarily. Almost anyone can gain a hell bond, but only the truly faithful can gain a heaven bond. These bonds are permanent.
Heaven ~ Heaven bonds are always good people. Even though they all have faults, just as all people do, they always want what is best for the world. Common Powers: -White Fire: With a thought, the bond is surrounded by flames as white as freshly fallen snow. These flames produce no heat (but plenty of light), and are used for healing and enhancement. -Blessing: The bond can bless a person, making them peternaturally aware of attacks, and stronger than they could hever be. This works on the bond as well. Though those blessed will be able to see maybe 75% of attacks coming their way, this does not mean that they will be able to dodge. -Food: Quite simple, really, the bond is able to hold up a bowl, which will then be filled with food or water acording to his needs. -Enflame: The righteous bond may wreath a weapon in flame, so that it will do greater damage, especially to Hell bonds. -Summon: The bond may call a weapon of light suited to themselve straight to their hands. Should they misplace it or give it to another, they may call it to them again. With this weapon, the bond may smite the unrighteous. ((Please note that you may create powers of your own, but you must describe them to me. Once we have settled on the power through PMs, I will add it here, for all the world to see.))
Hell ~
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