Sorry for the spam!
Posted 7 years agoI am done now lol
I just had to get set up and get the adopts in place. I know it was spammy. I don't create that many adopts in one sitting, I promise! I do about 4-6 adopts a month. Don't need any more than that since the species is semi-open so you can just make your own if you want one. :)
Thanks for your faves and watches! I really appreciate it!
I just had to get set up and get the adopts in place. I know it was spammy. I don't create that many adopts in one sitting, I promise! I do about 4-6 adopts a month. Don't need any more than that since the species is semi-open so you can just make your own if you want one. :)
Thanks for your faves and watches! I really appreciate it!
The Land of Ambaran
Posted 7 years agoFind us on Discord: https://discord.gg/PZAQUbh
Find us on dA: https://ambrivansociety.deviantart.com/
Find a base to make your own: https://sta.sh/21r2292veiyd
Ambaran and the species within are open.
You can MAKE YOUR OWN!!!
Or you can adopt a premade OC on dA.
Once you have an OC, join us on Discord!
Ambaran Info
The FAQ: https://www.furaffinity.net/journal/8698729/
A Map on dA: http://fav.me/dbsxzzh
The Calendar on dA: http://fav.me/dbw4rzk
The Pantheon: https://www.furaffinity.net/journal/8698782/
Ambrivan Info
Trait Sheet: https://www.furaffinity.net/view/27047391/
Physiology and Lore: https://www.furaffinity.net/journal/8698730/
Ambrivan Cities: https://www.furaffinity.net/journal/8698796/
Creatures and Myths: https://www.furaffinity.net/journal/8698789/
Rudderball: https://www.furaffinity.net/journal/8698784/
Seresan Info
Trait Sheet: https://www.furaffinity.net/view/27047474
Physiology and Lore: https://www.furaffinity.net/journal/8698758/
Haaloman Info
Trait Sheet: https://www.furaffinity.net/view/27047524/
Physiology and Lore: https://www.furaffinity.net/journal/8698767/
Find us on dA: https://ambrivansociety.deviantart.com/
Find a base to make your own: https://sta.sh/21r2292veiyd
Ambaran and the species within are open.
You can MAKE YOUR OWN!!!
Or you can adopt a premade OC on dA.
Once you have an OC, join us on Discord!
Ambaran Info
The FAQ: https://www.furaffinity.net/journal/8698729/
A Map on dA: http://fav.me/dbsxzzh
The Calendar on dA: http://fav.me/dbw4rzk
The Pantheon: https://www.furaffinity.net/journal/8698782/
Ambrivan Info
Trait Sheet: https://www.furaffinity.net/view/27047391/
Physiology and Lore: https://www.furaffinity.net/journal/8698730/
Ambrivan Cities: https://www.furaffinity.net/journal/8698796/
Creatures and Myths: https://www.furaffinity.net/journal/8698789/
Rudderball: https://www.furaffinity.net/journal/8698784/
Seresan Info
Trait Sheet: https://www.furaffinity.net/view/27047474
Physiology and Lore: https://www.furaffinity.net/journal/8698758/
Haaloman Info
Trait Sheet: https://www.furaffinity.net/view/27047524/
Physiology and Lore: https://www.furaffinity.net/journal/8698767/
Haaloman Lifetime Milestones
Posted 7 years agoThe female is ready to lay her eggs (1-3 eggs at a time) within a few days and can feel when they are fertilized and ready once she has mated. Eggs hatch within a month, and the younglings stay with their parents for 3 years, when they reach adulthood. As a new adult, Haalomans stay an additional year with their parents. Haaloman can live to be 80-100 years old (older is uncommon).
Youngling Haalomans
Younglings can fly, but they cannot fly well. Must have a youngling for this category. Adoped adult form Haalomans cannot be re-aged to younglings.
1. Learning is Scary
Show how your youngling is doing in their flight lessons or what special tricks they are learning.
2. Magic Explosion
You aren't yet adept at using your innate magic. What do you do wrong (or right!) that is unexpected?
3. Choosing your Nicname
Write or draw up a short work in how your Haaloman came up with their nicname.
Completion Experience
- Aged to a Young Adult
- Given Ambri (1)
Young Adult Haalomans
Must have been aged from a youngling or can start here with any adopt.
1. It's all about community!
What is your role in your clan? Gatherer? Hunter? Protector? Parent? Something else?
2. The Clipping of the Wings
You witness your first clipping of a wrong-doer. How do you react to it?
3. Into Trouble!
It seems you and possibly some friends are in trouble!! What happened and how do you resolve it?
Completion Experience
- Aged to an Adult
- Given Ambri (1)
Adult Haalomans
Must have aged from Young Adult Seresan or can start here with any adopt.
1. Finding 'the one' is super hard...
You've looked high; you've looked low. Have you found your perfect mate? If yes, show how you met. If not, show us some funny things that happened so far while on the hunt!
2. Protecting the Younglings and Eggs
A dragon is near! How do you help to protect the clan??
3. Playtime!
Catchball is just the best game of ... well ... CATCH ever! Show yourself and others playing! What kinds of make-believe rules do you and your friends use?
Completion Experience
- Aged to an Elder
- Given Ambri (2)
Elder Haalomans
Must have aged from an Adult or can start here with any adopt.
1. Catchball Olympics
It's that time of the year when all the clans compete in catchball and try to make members of other clans drop the ball. You are either playing or judging. Create a work that tells or shows what is happening and who is winning!
2. By the stars...
Is it possible that you have had a vision of Esidora?! What does Esidora tell you to do or show you?
Completion Experience
- Option to be Celestial
- Given Ambri (2)
The Twilight's Calling
Haaloman who age to elder often see sparkles in their vision, sometimes even patterns and shapes. Sometimes these sparkles, patterns, and shapes guide them to a new form of being. This is their Celestial form and comes with some perks. To activate the Twilight's Calling, create an artwork of what your Haaloman does when they see the sparkles OR what they do when they follow and obey the right shapes/patterns/sparkles.
Celestial Haalomans
Can only be obtained by aging from an elder and going through the Twilight's Calling.
1. Rebirth!
Show your Haaloman being reborn with their Celestial traits.
2. What does the future hold?
Esidora has given you a new lease on life! Where will you go? What will you do?
Completion Experience
- Given Ambri (3)
- Your Haaloman has completed all their lifetime milestones. They do not die tho - you may continue using them as long as you choose or have an Ambrivan cast NEGATHERIAL on your OC to send them back to their starting age (in doing this, you can complete liftetime milestones infinitely).
Youngling Haalomans
Younglings can fly, but they cannot fly well. Must have a youngling for this category. Adoped adult form Haalomans cannot be re-aged to younglings.
1. Learning is Scary
Show how your youngling is doing in their flight lessons or what special tricks they are learning.
2. Magic Explosion
You aren't yet adept at using your innate magic. What do you do wrong (or right!) that is unexpected?
3. Choosing your Nicname
Write or draw up a short work in how your Haaloman came up with their nicname.
Completion Experience
- Aged to a Young Adult
- Given Ambri (1)
Young Adult Haalomans
Must have been aged from a youngling or can start here with any adopt.
1. It's all about community!
What is your role in your clan? Gatherer? Hunter? Protector? Parent? Something else?
2. The Clipping of the Wings
You witness your first clipping of a wrong-doer. How do you react to it?
3. Into Trouble!
It seems you and possibly some friends are in trouble!! What happened and how do you resolve it?
Completion Experience
- Aged to an Adult
- Given Ambri (1)
Adult Haalomans
Must have aged from Young Adult Seresan or can start here with any adopt.
1. Finding 'the one' is super hard...
You've looked high; you've looked low. Have you found your perfect mate? If yes, show how you met. If not, show us some funny things that happened so far while on the hunt!
2. Protecting the Younglings and Eggs
A dragon is near! How do you help to protect the clan??
3. Playtime!
Catchball is just the best game of ... well ... CATCH ever! Show yourself and others playing! What kinds of make-believe rules do you and your friends use?
Completion Experience
- Aged to an Elder
- Given Ambri (2)
Elder Haalomans
Must have aged from an Adult or can start here with any adopt.
1. Catchball Olympics
It's that time of the year when all the clans compete in catchball and try to make members of other clans drop the ball. You are either playing or judging. Create a work that tells or shows what is happening and who is winning!
2. By the stars...
Is it possible that you have had a vision of Esidora?! What does Esidora tell you to do or show you?
Completion Experience
- Option to be Celestial
- Given Ambri (2)
The Twilight's Calling
Haaloman who age to elder often see sparkles in their vision, sometimes even patterns and shapes. Sometimes these sparkles, patterns, and shapes guide them to a new form of being. This is their Celestial form and comes with some perks. To activate the Twilight's Calling, create an artwork of what your Haaloman does when they see the sparkles OR what they do when they follow and obey the right shapes/patterns/sparkles.
Celestial Haalomans
Can only be obtained by aging from an elder and going through the Twilight's Calling.
1. Rebirth!
Show your Haaloman being reborn with their Celestial traits.
2. What does the future hold?
Esidora has given you a new lease on life! Where will you go? What will you do?
Completion Experience
- Given Ambri (3)
- Your Haaloman has completed all their lifetime milestones. They do not die tho - you may continue using them as long as you choose or have an Ambrivan cast NEGATHERIAL on your OC to send them back to their starting age (in doing this, you can complete liftetime milestones infinitely).
Seresan Lifetime Milestones
Posted 7 years agoSeresans age quickly in the first month of their lives. Then they remain at their standard look for the remainder of their lives (about 50-100 years). Not you cannot have baby Seresans (they are all either eggs or tiny fast-growing adult copies).
Transitioning Seresans
You must have a NEWLY ACQUIRED Seresan for this and have not done any other level of milestone for the Seresan in question.
1. Bonding in Battle
Create a work that shows your Seresan in their first ever battle at their coming-of-age ceremony.
2. Magic Explosion
You aren't yet adept at using your innate magic. What do you do wrong (or right!) that is unexpected?
3. Choosing your Name
Write or draw up a short work in how your Seresan came up with their name.
Completion Experience
- Aged to a Young Adult
- Given Ambri (1)
Young Adult Seresans
Must have been aged from a transitioning Seresan or can start here with any adopt.
1. It's all about community!
What is your role in your pod? Gatherer? Hunter? Protector? Parent? Something else?
2. The Shunning
You witness your first shunning. How do you react to it?
3. Into Trouble!
It seems you and possibly some podmates are in trouble!! What happened and how do you resolve it?
Completion Experience
- Aged to an Adult
- Given Ambri (1)
Adult Seresans
Must have aged from Young Adult Seresan or can start here with any adopt.
1. The Trouble with Mating...
Seems you are being fought over to possibly mate with? What do you do?
2. Playing in the Nursury
Every adult is curious... What does the nursery look like and do you see/meet any babies? Are they yours?
3. Under Attack!
You've discovered a nearby menacing creature or pod! What do you do? Do you fight? Do you flee?
Completion Experience
- Aged to an Elder
- Given Ambri (2)
Elder Seresans
Must have aged from an Adult Seresan or can start here with any adopt.
1. Battle Scars
Show us your battle scars from protecting the pod all your life!
2. By the fates...
Is it possible that you have had a vision of Horrelea?! What does Horrelea tell you to do or show you?
Completion Experience
- Option to be fully Fated or Mutated through the Siren's Calling
- Given Ambri (2)
The Siren's Calling
Seresans who age to elder often hear songs in their head. Sometimes these songs guide them to a new form of being. This is their Fated/Mutated form and comes with some perks. To activate the Siren's Calling, create an artwork of what your Seresan does when they hear the songs OR what they do when they hear the RIGHT/WRONG song.
Fated / Mutated Seresans
Can only be obtained by aging from an elder and going through the Siren's Calling.
1. Rebirth!
Show your Seresan being reborn with their Fated/Mutated traits.
2. What does the future hold?
Horrelea has given you a new fate! Where will you go? What will you do?
Completion Experience
- Given Ambri (3)
- Your Seresan has completed all their lifetime milestones. They do not die tho - you may continue using them as long as you choose or have an Ambrivan cast NEGATHERIAL on your OC to send them back to their starting age (in doing this, you can complete liftetime milestones infinitely).
Transitioning Seresans
You must have a NEWLY ACQUIRED Seresan for this and have not done any other level of milestone for the Seresan in question.
1. Bonding in Battle
Create a work that shows your Seresan in their first ever battle at their coming-of-age ceremony.
2. Magic Explosion
You aren't yet adept at using your innate magic. What do you do wrong (or right!) that is unexpected?
3. Choosing your Name
Write or draw up a short work in how your Seresan came up with their name.
Completion Experience
- Aged to a Young Adult
- Given Ambri (1)
Young Adult Seresans
Must have been aged from a transitioning Seresan or can start here with any adopt.
1. It's all about community!
What is your role in your pod? Gatherer? Hunter? Protector? Parent? Something else?
2. The Shunning
You witness your first shunning. How do you react to it?
3. Into Trouble!
It seems you and possibly some podmates are in trouble!! What happened and how do you resolve it?
Completion Experience
- Aged to an Adult
- Given Ambri (1)
Adult Seresans
Must have aged from Young Adult Seresan or can start here with any adopt.
1. The Trouble with Mating...
Seems you are being fought over to possibly mate with? What do you do?
2. Playing in the Nursury
Every adult is curious... What does the nursery look like and do you see/meet any babies? Are they yours?
3. Under Attack!
You've discovered a nearby menacing creature or pod! What do you do? Do you fight? Do you flee?
Completion Experience
- Aged to an Elder
- Given Ambri (2)
Elder Seresans
Must have aged from an Adult Seresan or can start here with any adopt.
1. Battle Scars
Show us your battle scars from protecting the pod all your life!
2. By the fates...
Is it possible that you have had a vision of Horrelea?! What does Horrelea tell you to do or show you?
Completion Experience
- Option to be fully Fated or Mutated through the Siren's Calling
- Given Ambri (2)
The Siren's Calling
Seresans who age to elder often hear songs in their head. Sometimes these songs guide them to a new form of being. This is their Fated/Mutated form and comes with some perks. To activate the Siren's Calling, create an artwork of what your Seresan does when they hear the songs OR what they do when they hear the RIGHT/WRONG song.
Fated / Mutated Seresans
Can only be obtained by aging from an elder and going through the Siren's Calling.
1. Rebirth!
Show your Seresan being reborn with their Fated/Mutated traits.
2. What does the future hold?
Horrelea has given you a new fate! Where will you go? What will you do?
Completion Experience
- Given Ambri (3)
- Your Seresan has completed all their lifetime milestones. They do not die tho - you may continue using them as long as you choose or have an Ambrivan cast NEGATHERIAL on your OC to send them back to their starting age (in doing this, you can complete liftetime milestones infinitely).
Ambrivan Lifetime Milestones
Posted 7 years agoAmbrivans age throughout their lives like anyone else, and through these milestones, you can age your Ambrivan into their twilight years (into elders basically). We don't let you age past that BUT you can save your Ambri and purchase a genetic enhancement called ETHEREAL when you are an elder and basically scare the crap out of the youngins' XD Please note that the Ambrivan you are walking through their lifetime milestones must be done in order and is the only one who can earn the prizes.
Baby Ambrivans
You must have a baby for these milestones... To adopt a baby, you must first have an adult Ambrivan.
1. Bonding Experience
Create a work of art that showcases the first bonding experience of baby and parent.
2. Magic Explosion
Baby's aren't great at controlling their magic. What happens the first time your baby uses their powers?
3. From Crawling to Walking
That tail is useful for many things, mainly learning to walk! How did your little one take it's first steps?
4. From Babble to Brilliance
Babies are fast learners! Language is one of the first things they learn. What was your little one's first words?
5. First Friends
Even babies have friends! Who was their first friend beside their parent? What did they do that was fun?
Completion Experience
- Aged to a child
- Allowed to advance one trait under Genetics
- Can choose their hobby
- Given an Ambri gift in a card :3
Child Ambrivans
Must have been aged from a baby.
1. Hobby Practice
It takes a lot of patience for some hobbies... or a lot of technical skill. What does your hobby require?
2. Magic School
Child Ambrivans have to learn to control their powers. How did they do on their first day of magic school?
3. Trying out for the Team
Sports are a big deal for many Ambrivan, especially swimming and track. What sport does your little one participate in?
4. First Sleepover
Kids have such fun together! Who do they invite over to their first sleepover/party? Is it a success or a flop?!
5. Magical Graduation
Finally! The culmination of everything a child works towards: graduating magic school! How do they look in their robes?
Completion Experience
- Aged to a teen
- Can choose their starting occupation
- Given an Ambri allowance (1)
Teen Ambrivans
Adopted in "adult form" and selected to be a teen. Or aged from a child.
1. On-the-Job-Training!
It's a teen's solemn duty to be a productive member of society. What does their first day of OJT look like?
2. The Rebellious Teen
Everyone goes through that stage of rebellion. What does your teen do that is so rebellious? Why do they stop?
3. Fashion Forward!
You've discovered your fashion sense! What is your particular style? Show it off for us!
4. Final Exams!
Nothing says success than passing those exams! What does your teen do to get ready for (or not get ready for) their final exams in OJT?
5. Just Rewards
You've worked long and hard. Now it is time for a well deserved vacation before you join the workforce! What do you do? Do you go anywhere special?
Completion Experience
- Aged to an adult
- Can choose a second starter hobby
- Given an Ambri paycheck from OJT (1)
Adult Ambrivans
Adopted in "adult form" and selected to stay an adult instead of aging down to teen. Or aged from a teen.
1. First Day of your new Life
It's the first official day of your new life as an adult! The Imperials, Lera and Creid, come welcome all the new specialists at their first day of work, including you! How do you interact with them? What do you wear?!
2. Romance in the Air?
Ambrivans believe in Love a First Sight! When two Ambrivans meet who feel the pull of love, they pair for life. Gender doesn't matter and all genders can produce offspring. Do you have a true love? How are you going to find your true love?
3. First House
With a job now and a great career, you can afford a home! Where do you live? What does it look like? What is in it? What is your interior decoration style? Do you have any roommates?
4. Volunteering
It's an adults duty to take care of their elders and city/planet. How do you help out? Any noteworthy Ambrivans you meet? Where is your favorite place to volunteer?
5. Expanding your Skills
With a second hobby, it is important to practice, practice, practice! Show/tell about your Ambrivan working hard at their new hobby!
Completion Experience
- Aged to an Elder
- Can purchase a basic Mutation for free
- Can choose a companion pet OR if selected a lifemate can create a MYO Baby for free
- Earn a trophy for your amazing skills at your hobby!
- Given an Ambri as a paycheck for volunteering (2)
Elder Ambrivans
Can only be obtained by aging from an adult. This is the ONLY set of milestones you can repeat to get the rewards multiple times.
1. Pranks are the spice of life!
What are your favorite pranks? Who do you play them on and how do they react?! It must be fun XD
2. Retirement Bliss!
You got all this Ambri and time... Where do you go? What do you do? How long do you stay??
3. Magic Expertise
You've reached that age of retirement where you can focus on your magical talents. What are your talents and how do you stand out above the rest?
4. Bonding with Youngins'
It's fun to babysit from time to time... or just play with the grandbabies! How do you bond with the younger generations (besides pranking them serious adults lol)?
Completion Experience
- Ethereal Transcendence option (do not have to take)
- Allowed to purchase one purchaseable-only upgrade for free
- Given an Ambri paycheck of your retirement funds (2)
SPECIAL: Ethereal Transcendence
Can only be received once. Must be an elder. Can no longer earn Ambri or gain options from the Ambri Shop. OC becomes ghostlike and can act in the same manner as a ghostlike creature. This effectively retires your Ambrivan tho you can use him/her anytime to play pranks and scare others. The only way to undo this feature is to Ascend or for another Ambrivan to cast Negathereal on your OC (and only the most powerful Ambrivans know the spell Negathereal).
Ascended Ambrivans
Can only be obtained by aging from an elder AND going through Ethereal Transcendence.
1. Rebirth!
Show your Ambrivan being reborn at any age of your choice in a fiery blaze similar to that of the legendary Phoenix!
2. Double the Life Experience!
You've ascended into a new life and path in life! Depict your Ambrivan learning a new skill, hobby, or career!
3. Ascending with Side-Effects?
You've got a second chance at life, but it seems you're having trouble fitting in with a new generation of Ambrivans. How does your Ambrivan handle it?
4. The Bond that Never Breaks
Your pet(s) got to ascend with you! What do you do to celebrate this great gift?
Completion Experience
- Given Ambri back from your funeral funds (3)
- Your Ambrivan now starts over at the age you chose in the Lifetime Milestones and can repeat milestone categories for more free goodies! And yes, that means you can ascend multiple times!
Baby Ambrivans
You must have a baby for these milestones... To adopt a baby, you must first have an adult Ambrivan.
1. Bonding Experience
Create a work of art that showcases the first bonding experience of baby and parent.
2. Magic Explosion
Baby's aren't great at controlling their magic. What happens the first time your baby uses their powers?
3. From Crawling to Walking
That tail is useful for many things, mainly learning to walk! How did your little one take it's first steps?
4. From Babble to Brilliance
Babies are fast learners! Language is one of the first things they learn. What was your little one's first words?
5. First Friends
Even babies have friends! Who was their first friend beside their parent? What did they do that was fun?
Completion Experience
- Aged to a child
- Allowed to advance one trait under Genetics
- Can choose their hobby
- Given an Ambri gift in a card :3
Child Ambrivans
Must have been aged from a baby.
1. Hobby Practice
It takes a lot of patience for some hobbies... or a lot of technical skill. What does your hobby require?
2. Magic School
Child Ambrivans have to learn to control their powers. How did they do on their first day of magic school?
3. Trying out for the Team
Sports are a big deal for many Ambrivan, especially swimming and track. What sport does your little one participate in?
4. First Sleepover
Kids have such fun together! Who do they invite over to their first sleepover/party? Is it a success or a flop?!
5. Magical Graduation
Finally! The culmination of everything a child works towards: graduating magic school! How do they look in their robes?
Completion Experience
- Aged to a teen
- Can choose their starting occupation
- Given an Ambri allowance (1)
Teen Ambrivans
Adopted in "adult form" and selected to be a teen. Or aged from a child.
1. On-the-Job-Training!
It's a teen's solemn duty to be a productive member of society. What does their first day of OJT look like?
2. The Rebellious Teen
Everyone goes through that stage of rebellion. What does your teen do that is so rebellious? Why do they stop?
3. Fashion Forward!
You've discovered your fashion sense! What is your particular style? Show it off for us!
4. Final Exams!
Nothing says success than passing those exams! What does your teen do to get ready for (or not get ready for) their final exams in OJT?
5. Just Rewards
You've worked long and hard. Now it is time for a well deserved vacation before you join the workforce! What do you do? Do you go anywhere special?
Completion Experience
- Aged to an adult
- Can choose a second starter hobby
- Given an Ambri paycheck from OJT (1)
Adult Ambrivans
Adopted in "adult form" and selected to stay an adult instead of aging down to teen. Or aged from a teen.
1. First Day of your new Life
It's the first official day of your new life as an adult! The Imperials, Lera and Creid, come welcome all the new specialists at their first day of work, including you! How do you interact with them? What do you wear?!
2. Romance in the Air?
Ambrivans believe in Love a First Sight! When two Ambrivans meet who feel the pull of love, they pair for life. Gender doesn't matter and all genders can produce offspring. Do you have a true love? How are you going to find your true love?
3. First House
With a job now and a great career, you can afford a home! Where do you live? What does it look like? What is in it? What is your interior decoration style? Do you have any roommates?
4. Volunteering
It's an adults duty to take care of their elders and city/planet. How do you help out? Any noteworthy Ambrivans you meet? Where is your favorite place to volunteer?
5. Expanding your Skills
With a second hobby, it is important to practice, practice, practice! Show/tell about your Ambrivan working hard at their new hobby!
Completion Experience
- Aged to an Elder
- Can purchase a basic Mutation for free
- Can choose a companion pet OR if selected a lifemate can create a MYO Baby for free
- Earn a trophy for your amazing skills at your hobby!
- Given an Ambri as a paycheck for volunteering (2)
Elder Ambrivans
Can only be obtained by aging from an adult. This is the ONLY set of milestones you can repeat to get the rewards multiple times.
1. Pranks are the spice of life!
What are your favorite pranks? Who do you play them on and how do they react?! It must be fun XD
2. Retirement Bliss!
You got all this Ambri and time... Where do you go? What do you do? How long do you stay??
3. Magic Expertise
You've reached that age of retirement where you can focus on your magical talents. What are your talents and how do you stand out above the rest?
4. Bonding with Youngins'
It's fun to babysit from time to time... or just play with the grandbabies! How do you bond with the younger generations (besides pranking them serious adults lol)?
Completion Experience
- Ethereal Transcendence option (do not have to take)
- Allowed to purchase one purchaseable-only upgrade for free
- Given an Ambri paycheck of your retirement funds (2)
SPECIAL: Ethereal Transcendence
Can only be received once. Must be an elder. Can no longer earn Ambri or gain options from the Ambri Shop. OC becomes ghostlike and can act in the same manner as a ghostlike creature. This effectively retires your Ambrivan tho you can use him/her anytime to play pranks and scare others. The only way to undo this feature is to Ascend or for another Ambrivan to cast Negathereal on your OC (and only the most powerful Ambrivans know the spell Negathereal).
Ascended Ambrivans
Can only be obtained by aging from an elder AND going through Ethereal Transcendence.
1. Rebirth!
Show your Ambrivan being reborn at any age of your choice in a fiery blaze similar to that of the legendary Phoenix!
2. Double the Life Experience!
You've ascended into a new life and path in life! Depict your Ambrivan learning a new skill, hobby, or career!
3. Ascending with Side-Effects?
You've got a second chance at life, but it seems you're having trouble fitting in with a new generation of Ambrivans. How does your Ambrivan handle it?
4. The Bond that Never Breaks
Your pet(s) got to ascend with you! What do you do to celebrate this great gift?
Completion Experience
- Given Ambri back from your funeral funds (3)
- Your Ambrivan now starts over at the age you chose in the Lifetime Milestones and can repeat milestone categories for more free goodies! And yes, that means you can ascend multiple times!
PLACEHOLDER
Posted 7 years agoEMPTY CONTENT
About Ambaran and Ambrivan Cities
Posted 7 years agoThe Lay of the Land
Ambaran is littered in sulfuric lakes (the farther south you go, the more sulfuric they are), surrounded by a deep blue ocean (The Sea of Memory), and has strewn about it it volcanic crags and mountains. The north is an icy wonderland (mostly sulfur infused ice), the central area around Habrina City is a windswept plains, the southernmost is a hot dry desert, and the western area is more tropical.
Ambrivans are unaffected by the sulfur and salt contents of their water supply tho, outside a few, most don't swim well. Wildlife is plentiful for those who like a hearty and meaty diet. And for those who choose the softer kinder side of life, there is plenty of vegetation to experiment with. Because of the volcanic crags and mountains, the air is somewhat smokey and gets a bit murky the farther south one travels...
Habrina City, the Capital of Ambaran
Notable Royals: Lera and Creid, the Imperials of Ambaran
Habrinites, as they are called, make up the bulk of the population and live in the more temperate plains and coast. Habrina is the largest city on Ambaran with several suburban areas sprouting off of it. The smaller cities and villages in the plains areas take pride in their relative closeness to the capital and benefit from its plentiful supply of just about everything one could need or want on Ambaran.
Fashion: Habrina City is the most fashion-forward (or crazy) on Ambaran. Littered among the central plains of Ambaran are giant worms that create a variety of silks Habrinites make fabric from. Habrinite fabric is considered the top of the line fabric in all things: texture, color, versatility, etc. And being in the more temperate central region, Ambrivans are able to wear all kinds of fashion from full body coverings to being scantily clad...
Food: The central region offers some of the finest cuisine available on Ambaran tho definitely not the most extreme. Habrinite like their food to be something they *know* about and steer clear of the more exotic tastes of other cities.
Festivities: The night life is alive and well in Habrina City. Bars, clubs, and parks (amusement and nature based) are readily accessible. And it seems like every week is a new holiday that springs forth a fair, parade, and some sort of live action show.
Family Life: There are no shortage of young Ambrivans. As such, there are schools for the varying tastes of the parents from high-end charter schools to the run-of-the-mill public school (which by all means is still an excellent choice, just not the one you brag about). Water parks, rollercoasters, museums, nature parks, zoos, and more are just a few of the extracurricular somewhat educational family activity options available in Habrina City.
Fortunes: Ambri is easy to obtain in Habrina City. Nearly every occupation, including the Imperial Army (which guards the palace and Imperials), is found somewhere within Habrina City. The most lucrative options are teacher, fashion designer, and model. The most popular however are business owner and entertainer (and there are many varieties of entertainer from singer and/or dancer to actor to daredevil).
Features: Ambrivans born in Habrina City and the surrounding area can come in a variety of colors. The richness of diversity is at its peak in Habrina City.
Jorjarron, the Village of Trees
Notable Ambrivans: Elkora, the Governess of Jorjarron
Jorranites, the residents of the city of Jorjarron, are a working-class people who take pride in the products they provide to all of Ambaran and the Imperials. Working the land and the forest is a difficult job, but one that they take pride in and produce some of the best artistic sculptures Ambri can buy...
Fashion: It must be functional for climbing - short pants, nothing on the legs, and skintight shirts. Because of predator issues, most clothing is also earthy in color instead of bright and flashy.
Food: All their food comes from the land and is fresh from fruits and veggies to all the different kinds of proteins they could need to keep up their strength. They also import a great deal of nutritional supplements from Morbroada and some fantastic flavors to add to their own culinary creations form Habrina City.
Festivities: Art is a huge part of life here. While the bulk of their busy time is spent combing the land for usable substances for all of Ambaran (medicine, food, clothes, etc), free time is filled with crafts like carving, wood burning, painting, and the art of dancing. Contests and fairs are held to showcase individual talents as well.
Family Life: Even children take part in festivities and helping maintain the land. What is taken is always replaced, and children learn this from a young age in their school studies. School studies here are tailored to keeping the growing Ambrivans in Jorjarron as Elkora believes it is easier to train the child to respect the land than train an adult to do the same.
Fortunes: The best Ambri comes from selling art or winning prizes at the local fairs. Working the land and forest, while important, does not give much to live off of in the form of Ambri. Working the land and forest is considered a labor of love and Elkora is incredibly picky on who she allows into Jorjarron and the profession of the land.
Features: The more tropical and wooded area of their home lends to Ambrivans with slightly longer legs for climbing and slightly skinnier Ambrivans as well. Tails are also more functional to aid in climbing safety. For safety, most of the bright colors have been bred out of Ambrivans from this area. Many Ambrivans from this area are more earthy in color.
Morbroada, the City of Knights
Notable Ambrivans: Keidan, the Prince of Morbroada
Morbanites are very serious about their military duty to the Imperials. His Majesty Creid's younger brother, Keidan, is an elite warrior who was gifted the city of Morbroada by their late father. The city is guarded magnificently and plays host to the largest prison on Ambaran ... home to the worst criminals. The terrain and general proximity to the cold of the north and heat of the south give unique training opportunities to the Ambrivan Guard.
Fashion: Armor, armor, and more armor. If you are a member of the guard, you wear your armor or some form of protection all the time. For those who are not members of the guard and simply residents or family members of someone in the guard, fashion is of little consequence. If it is functional, it is good. Tho there are a few fashionistas around that others whisper about from time to time (those weirdos)...
Food: Nutrition is what it is all about in Morbroada. While taste is desirable, the goal is nutrition for the soldiers and their families. Some Ambrivans specialize in making the available nutritious options look like they are less than nutritious... but all they really do is change the appearance while maintaining the overall flavor, texture, and content.
Festivities: Annual festivals mourning fallen soldiers, honoring survivors and their families, and decorating ceremonies to commemorate excellence in the line of duty are about the only things you will find here besides a wedding or birthday party.
Family Life: Families here are proud and very close-knit. Those Ambrivan men and women who stay at home to tend to family matters are fiercely loyal to their partners in a way no other Ambrivan is on Ambaran. And on top of that, groups form within the community with friendships that are equally as loyal. Outside of that, children go to school, and matriarchs/patriarchs work to ensure the home is fit and ready for both their partner and their children.
Fortunes: Being in the Royal Guard does not generate the same amount of Ambri as the more popular trades of Habrina City do. Many stay-at-home partners pick up work as grocers, artists, nannies, and teachers.
Features: Ambrivans living here are more muscular than in other areas. Even those not active in the guard have to contend with the steep hills of the area when out and about.
Heimletoan, The Mining City
Notable Ambrivans: Arjaner and Rainel, the Lord and Lady of Heimletoan
Heimlenites are stout, hardy, and peculiar. They live almost exclusively underground mining ore that is used all over Ambaran.
Fashion: Most Heimlenites wear next to nothing. The heat and humidity is extreme below ground with the heat itself abhorren above ground (as well as the smog nearly choking some days).
Food: Heimlenites import everything they need for sustenance from Morbroada. Their lifestyle leaves little room for food frills.
Festivities: If you have ever wondered where the well really ends, you could ask a Heimlenite! Going where no Ambrivan has gone is a favorite past time for many and a way to showcase bravery, strength, and cunning. Otherwise there are birthdays and weddings to attend to.
Family Life: Most children, unless their is a reason for them to stay, are sent to charter schools in Habrina City and stay in family-placed or group homes until they graduate and choose their profession. Many who are born a Heimlenite do not return to pursue the profession - not for lack of want but for the natural-born curiosity of the Ambrivan to explore farther into the world around them.
Fortunes: Heimlenites are paid hugely for their ore. Mining is one of the highest paying professions tho also the most taxing.
Features: Heimlenites - born here - are almost completely black or gray. Those who come here for their profession, even if it isn't to mine, end up with a sooty coating that stains their skins darker than it originally was. Born Heimlenites are also much shorter than the average Ambrivan as the need to fit into small spaces was bred into the population long ago.
Lerex, The Seafaring Colony
Notable Ambrivans: Unshean, the Lady of Lerex
Lexians love the sea and everything in it. By Ambrivan standards, Lexians are daredevils - unnecessarily so. Lerex itself is a gorgeous city built with the bones and shells of sea creatures. It is almost completely white set against the backdrop of the active volcano that has, from time to time, wrecked it. Tho each time the city is rebuilt more beautiful than before.
Fashion: Lexians wear scant clothing that flows and is almost entirely translucent. They require clothing that can dry quickly as every Ambrivan in Lerex ends up in the water near daily.
Food: Lerex has, unquestionably, the most exotic palate and foods available. Lexians import many foods from Habrina City, Abodumnu, and Jorjarron and incorporates them into their abundance of seafood harvested fresh from the sea. There is a movement happening here too of raw-only eats and treats that non-Lexians just find repulsive but Lexians are fast falling in love with.
Festivities: Water dancing, swimming races, diving competitions, fashion shows, art galleries, food walks - you name it and you may very well find it in Lerex with a Lexian twist!
Family Life: Families love time together both in and out of the water! Children are taught to swim at an early age both for fun and for safety (the safest place should the mountain erupt is in the water). It should also be noted that schools in Lerex are taught in the water as well.
Fortunes: Fashion is a key component in Lerex as fishing and boat-making don't do much for an income. While the boats are handy in ferrying mainlanders over to Lerex, the idea behind using boats as a mode of transportation hasn't really taken off. So exports like fashion, jewelry, art, and foods is where most professional Ambrivans make their Ambri. There is also a small tourism segment with some museums, but the threat of an impending eruption is enough to keep tourism sufficiently stalled.
Features: Ambrivans born here can swim - not just wade and tread water like most others - swim competitively and securely. Also many Lexians are pale or blue in color which helps them stay safe in the water against deep water predators.
Abodemnu, the Frozen City
Notable Ambrivans: Thleio, the Governor of Abodemnu
Abodemians are a rough and tumble people and pride themselves in exploration of new areas. The city of Abodemnu got its name as the Governess of Jorjarron and the Prince of Morboada said to setting in the cold North was an abomination against life. However the Imperials, Lera and Creid, supported the mission and sarcastically a city was born. Since its founding, Abodemnu has produced a hard offspring, several desirable exports, and hope for more amazing things to come as Thleio pushes farther North with his exploration teams...
Fashion: While the cold doesn't effect Ambrivans much, Abodemians have been influenced by the cold and wear clothing that covers more of their bodies up. Much of their fashion makes good use of the longer tufts of hair that grow on native-born skin as well.
Food: Meat is always on the menu here. There are a variety of small hardy animals that call the norther ice sheet their home, and Abodemians are adept hunters.
Festivities: There is always some kind of party or gathering in Abodemnu. If you can't find something to do, you aren't looking hard enough! Birthdays, weddings, graduations are the obvious, but snowfalls, a good berry patch find, a successful hunt, and founder's day are all things to celebrate in Abodemnu.
Family Life: It is easier to stay warm and safe when there are more Ambrivans - or so says Thleio who encourages his citizens to pair off into mating pairs and have families. Most children are schooled in homeschool clutches here.
Fortunes: The best money comes not from exploring but from exploring AND finding something new! Adults who aren't staying home with children wait impatiently for Thleio to announce the next expedition so they can sign up and hopefully return with all the glory.
Features: Abodemians have tufts of hair around their tail-tips, shoulders/neck, hands, knees, and feet (in any combination) as their bodies adjusted to the colder temperatures over time. While not wildly noticeable, you can tell who was born in Abodemnu versus who simply went to live there.
Ambaran is littered in sulfuric lakes (the farther south you go, the more sulfuric they are), surrounded by a deep blue ocean (The Sea of Memory), and has strewn about it it volcanic crags and mountains. The north is an icy wonderland (mostly sulfur infused ice), the central area around Habrina City is a windswept plains, the southernmost is a hot dry desert, and the western area is more tropical.
Ambrivans are unaffected by the sulfur and salt contents of their water supply tho, outside a few, most don't swim well. Wildlife is plentiful for those who like a hearty and meaty diet. And for those who choose the softer kinder side of life, there is plenty of vegetation to experiment with. Because of the volcanic crags and mountains, the air is somewhat smokey and gets a bit murky the farther south one travels...
Habrina City, the Capital of Ambaran
Notable Royals: Lera and Creid, the Imperials of Ambaran
Habrinites, as they are called, make up the bulk of the population and live in the more temperate plains and coast. Habrina is the largest city on Ambaran with several suburban areas sprouting off of it. The smaller cities and villages in the plains areas take pride in their relative closeness to the capital and benefit from its plentiful supply of just about everything one could need or want on Ambaran.
Fashion: Habrina City is the most fashion-forward (or crazy) on Ambaran. Littered among the central plains of Ambaran are giant worms that create a variety of silks Habrinites make fabric from. Habrinite fabric is considered the top of the line fabric in all things: texture, color, versatility, etc. And being in the more temperate central region, Ambrivans are able to wear all kinds of fashion from full body coverings to being scantily clad...
Food: The central region offers some of the finest cuisine available on Ambaran tho definitely not the most extreme. Habrinite like their food to be something they *know* about and steer clear of the more exotic tastes of other cities.
Festivities: The night life is alive and well in Habrina City. Bars, clubs, and parks (amusement and nature based) are readily accessible. And it seems like every week is a new holiday that springs forth a fair, parade, and some sort of live action show.
Family Life: There are no shortage of young Ambrivans. As such, there are schools for the varying tastes of the parents from high-end charter schools to the run-of-the-mill public school (which by all means is still an excellent choice, just not the one you brag about). Water parks, rollercoasters, museums, nature parks, zoos, and more are just a few of the extracurricular somewhat educational family activity options available in Habrina City.
Fortunes: Ambri is easy to obtain in Habrina City. Nearly every occupation, including the Imperial Army (which guards the palace and Imperials), is found somewhere within Habrina City. The most lucrative options are teacher, fashion designer, and model. The most popular however are business owner and entertainer (and there are many varieties of entertainer from singer and/or dancer to actor to daredevil).
Features: Ambrivans born in Habrina City and the surrounding area can come in a variety of colors. The richness of diversity is at its peak in Habrina City.
Jorjarron, the Village of Trees
Notable Ambrivans: Elkora, the Governess of Jorjarron
Jorranites, the residents of the city of Jorjarron, are a working-class people who take pride in the products they provide to all of Ambaran and the Imperials. Working the land and the forest is a difficult job, but one that they take pride in and produce some of the best artistic sculptures Ambri can buy...
Fashion: It must be functional for climbing - short pants, nothing on the legs, and skintight shirts. Because of predator issues, most clothing is also earthy in color instead of bright and flashy.
Food: All their food comes from the land and is fresh from fruits and veggies to all the different kinds of proteins they could need to keep up their strength. They also import a great deal of nutritional supplements from Morbroada and some fantastic flavors to add to their own culinary creations form Habrina City.
Festivities: Art is a huge part of life here. While the bulk of their busy time is spent combing the land for usable substances for all of Ambaran (medicine, food, clothes, etc), free time is filled with crafts like carving, wood burning, painting, and the art of dancing. Contests and fairs are held to showcase individual talents as well.
Family Life: Even children take part in festivities and helping maintain the land. What is taken is always replaced, and children learn this from a young age in their school studies. School studies here are tailored to keeping the growing Ambrivans in Jorjarron as Elkora believes it is easier to train the child to respect the land than train an adult to do the same.
Fortunes: The best Ambri comes from selling art or winning prizes at the local fairs. Working the land and forest, while important, does not give much to live off of in the form of Ambri. Working the land and forest is considered a labor of love and Elkora is incredibly picky on who she allows into Jorjarron and the profession of the land.
Features: The more tropical and wooded area of their home lends to Ambrivans with slightly longer legs for climbing and slightly skinnier Ambrivans as well. Tails are also more functional to aid in climbing safety. For safety, most of the bright colors have been bred out of Ambrivans from this area. Many Ambrivans from this area are more earthy in color.
Morbroada, the City of Knights
Notable Ambrivans: Keidan, the Prince of Morbroada
Morbanites are very serious about their military duty to the Imperials. His Majesty Creid's younger brother, Keidan, is an elite warrior who was gifted the city of Morbroada by their late father. The city is guarded magnificently and plays host to the largest prison on Ambaran ... home to the worst criminals. The terrain and general proximity to the cold of the north and heat of the south give unique training opportunities to the Ambrivan Guard.
Fashion: Armor, armor, and more armor. If you are a member of the guard, you wear your armor or some form of protection all the time. For those who are not members of the guard and simply residents or family members of someone in the guard, fashion is of little consequence. If it is functional, it is good. Tho there are a few fashionistas around that others whisper about from time to time (those weirdos)...
Food: Nutrition is what it is all about in Morbroada. While taste is desirable, the goal is nutrition for the soldiers and their families. Some Ambrivans specialize in making the available nutritious options look like they are less than nutritious... but all they really do is change the appearance while maintaining the overall flavor, texture, and content.
Festivities: Annual festivals mourning fallen soldiers, honoring survivors and their families, and decorating ceremonies to commemorate excellence in the line of duty are about the only things you will find here besides a wedding or birthday party.
Family Life: Families here are proud and very close-knit. Those Ambrivan men and women who stay at home to tend to family matters are fiercely loyal to their partners in a way no other Ambrivan is on Ambaran. And on top of that, groups form within the community with friendships that are equally as loyal. Outside of that, children go to school, and matriarchs/patriarchs work to ensure the home is fit and ready for both their partner and their children.
Fortunes: Being in the Royal Guard does not generate the same amount of Ambri as the more popular trades of Habrina City do. Many stay-at-home partners pick up work as grocers, artists, nannies, and teachers.
Features: Ambrivans living here are more muscular than in other areas. Even those not active in the guard have to contend with the steep hills of the area when out and about.
Heimletoan, The Mining City
Notable Ambrivans: Arjaner and Rainel, the Lord and Lady of Heimletoan
Heimlenites are stout, hardy, and peculiar. They live almost exclusively underground mining ore that is used all over Ambaran.
Fashion: Most Heimlenites wear next to nothing. The heat and humidity is extreme below ground with the heat itself abhorren above ground (as well as the smog nearly choking some days).
Food: Heimlenites import everything they need for sustenance from Morbroada. Their lifestyle leaves little room for food frills.
Festivities: If you have ever wondered where the well really ends, you could ask a Heimlenite! Going where no Ambrivan has gone is a favorite past time for many and a way to showcase bravery, strength, and cunning. Otherwise there are birthdays and weddings to attend to.
Family Life: Most children, unless their is a reason for them to stay, are sent to charter schools in Habrina City and stay in family-placed or group homes until they graduate and choose their profession. Many who are born a Heimlenite do not return to pursue the profession - not for lack of want but for the natural-born curiosity of the Ambrivan to explore farther into the world around them.
Fortunes: Heimlenites are paid hugely for their ore. Mining is one of the highest paying professions tho also the most taxing.
Features: Heimlenites - born here - are almost completely black or gray. Those who come here for their profession, even if it isn't to mine, end up with a sooty coating that stains their skins darker than it originally was. Born Heimlenites are also much shorter than the average Ambrivan as the need to fit into small spaces was bred into the population long ago.
Lerex, The Seafaring Colony
Notable Ambrivans: Unshean, the Lady of Lerex
Lexians love the sea and everything in it. By Ambrivan standards, Lexians are daredevils - unnecessarily so. Lerex itself is a gorgeous city built with the bones and shells of sea creatures. It is almost completely white set against the backdrop of the active volcano that has, from time to time, wrecked it. Tho each time the city is rebuilt more beautiful than before.
Fashion: Lexians wear scant clothing that flows and is almost entirely translucent. They require clothing that can dry quickly as every Ambrivan in Lerex ends up in the water near daily.
Food: Lerex has, unquestionably, the most exotic palate and foods available. Lexians import many foods from Habrina City, Abodumnu, and Jorjarron and incorporates them into their abundance of seafood harvested fresh from the sea. There is a movement happening here too of raw-only eats and treats that non-Lexians just find repulsive but Lexians are fast falling in love with.
Festivities: Water dancing, swimming races, diving competitions, fashion shows, art galleries, food walks - you name it and you may very well find it in Lerex with a Lexian twist!
Family Life: Families love time together both in and out of the water! Children are taught to swim at an early age both for fun and for safety (the safest place should the mountain erupt is in the water). It should also be noted that schools in Lerex are taught in the water as well.
Fortunes: Fashion is a key component in Lerex as fishing and boat-making don't do much for an income. While the boats are handy in ferrying mainlanders over to Lerex, the idea behind using boats as a mode of transportation hasn't really taken off. So exports like fashion, jewelry, art, and foods is where most professional Ambrivans make their Ambri. There is also a small tourism segment with some museums, but the threat of an impending eruption is enough to keep tourism sufficiently stalled.
Features: Ambrivans born here can swim - not just wade and tread water like most others - swim competitively and securely. Also many Lexians are pale or blue in color which helps them stay safe in the water against deep water predators.
Abodemnu, the Frozen City
Notable Ambrivans: Thleio, the Governor of Abodemnu
Abodemians are a rough and tumble people and pride themselves in exploration of new areas. The city of Abodemnu got its name as the Governess of Jorjarron and the Prince of Morboada said to setting in the cold North was an abomination against life. However the Imperials, Lera and Creid, supported the mission and sarcastically a city was born. Since its founding, Abodemnu has produced a hard offspring, several desirable exports, and hope for more amazing things to come as Thleio pushes farther North with his exploration teams...
Fashion: While the cold doesn't effect Ambrivans much, Abodemians have been influenced by the cold and wear clothing that covers more of their bodies up. Much of their fashion makes good use of the longer tufts of hair that grow on native-born skin as well.
Food: Meat is always on the menu here. There are a variety of small hardy animals that call the norther ice sheet their home, and Abodemians are adept hunters.
Festivities: There is always some kind of party or gathering in Abodemnu. If you can't find something to do, you aren't looking hard enough! Birthdays, weddings, graduations are the obvious, but snowfalls, a good berry patch find, a successful hunt, and founder's day are all things to celebrate in Abodemnu.
Family Life: It is easier to stay warm and safe when there are more Ambrivans - or so says Thleio who encourages his citizens to pair off into mating pairs and have families. Most children are schooled in homeschool clutches here.
Fortunes: The best money comes not from exploring but from exploring AND finding something new! Adults who aren't staying home with children wait impatiently for Thleio to announce the next expedition so they can sign up and hopefully return with all the glory.
Features: Abodemians have tufts of hair around their tail-tips, shoulders/neck, hands, knees, and feet (in any combination) as their bodies adjusted to the colder temperatures over time. While not wildly noticeable, you can tell who was born in Abodemnu versus who simply went to live there.
Ambrivan Creatures and Myths
Posted 7 years agoSlythell of the Plains
Slythell are rumored to be rot-covered worms that have congealed into a writhing mess about the size of a child. They live underground, only come out at night, and no one knows how (or where) they were made. When they get too close to a water system, the water is poisoned and subsequently the attached population is sickened with fever, weakness, rash, vomiting, diarrhea, and bloody blisters in their mouths. Medicine and magic combined together can cure the slyth, but it will reinfect if the slythell isn't found and eradicated.
Some tall (presumably) tales say that slythell cannot be killed, only relocated. They rot even weapons and clothing they come into contact with. They say they have beady eyes under the writhing mess but no visible arms, legs, or mouth. Despite being a blobbish creature, they spit and pop their writhing goo onto the surrounding areas (and persons if near enough). When disturbed, it is rumored that they will lash out and attack. Any touched by their rot-covered exterior gets sick with bloody blisters at the point of contact...
The Frack Monster of Abodemnu
Abodemnu is home to the notorious frack monster, an ice beast so huge it could level a small village just from running through...
The frack monster is very real and creates cracks and fissures in the ice everywhere it goes. It stands between 3 and 4 Ambrivan men high and double as long with a tail. Its head is adorned by three massive horns it uses to defend itself. And its skin is harder than the icy tundra it lives on. The frack monster's hide is ideal to use in armorsmithing as well as Abodemnu fashions as well.
The frack monster isn't necessarily a devious or evil beast, but it is hunted to near extinction and very protective of its territory and offspring. Of the some dozen that are left, most will attack any Ambrivan they see on sight, even if it is out of their way. One blow from this mighty beast can kill an adult Ambrivan. And a rampaging one is alarming enough to send soldiers out to defend the nearby people and buildings from total ruin.
The Sandstalkers of the Eastern Dunes
The city of Morbroada weaves a compelling tale to stay indoors during sandstorms. They say Ambrivans left in the storms are faced with a fierce-some foe with no face save for a maw of giant tusks and pointy teeth. They attack and lash out with thick sandpaper-like claws that can tear the flesh clean away. Sandstalkers are incredibly tall and can move freely within a sandstorm or dune. They have no eyes but a face filled with teeth and tusks. Hands and feet are clawed, and they have four arms with which to battle with...
Sandstalkers are the stuff of nightmares and only appear in sandstorms that anyone can tell. The legend urges even the bravest and strongest warriors to take shelter else they will be claimed by the sandstalkers. Sandstalkers are looking for a fight and take as a trophy their beaten foe... Even today, in Morbroada, it is mandatory to go indoors where it is safe during all sandstorms.
The Haunt of the Seafaring Colony
Eila, the sad story of a mother drowned trying to protect her children. The story goes that she died in the sea as she kept her children's heads afloat until a passing ship saw and rescued the children. No one found Eila's body...
The story doesn't have a happy ending though. Legend goes that whenever dark shadows fall over bodies of water, any water, a trail of seawater can be seen where it wasn't before. Beware the grieving mother as Eila returns to collect the children she was so untimely taken from...
Those who have seen Eila relate a gruesome appearance of a gray sea-soaked female mouthing the words 'my babies.' Her bottom half is more of a gown than actual legs, and while she doesn't touch the floor, she does leave a trail of seawater everything she goes. Her long purple locks drip, and her eyes are a lifeless black.
A few reports of Eila tell of attempting to communicate with her or stopping her from taking children away with her. Her entire physical appearance goes black and her hair and hands lash out like claws that cut and freeze. The only way to survive they say is to run into the light where she evaporates...
The Luffra of the Petal Coast
The luffra live on the petal coast in the southwestern side of Ambaran. As the story goes, they are delicate flying bugs that can swarm to devastating effect when protecting their home and families. Legend tells of many settlers and towns trying to homestead on the petal coast only to be decimated by a swarm of luffra. Nowadays, only the bravest Ambrivans venture there to catch them as their wings and eyes on a necklace are said to bring luck to the wearer...
Luffra have four delicate clear/opaque wings on a tiny spindly body. Their body has two long arms and legs, and their tail is a fan of four spears. Their heads are triangular with six orbs as eyes on the front. Two whiskers stretch out from their face which help them detect changes on the wind and vibrate to communicate with other luffra.
Heimletoan is home to the Luffra Raiders, a group of Ambrivans who get together to hunt luffra and make good luck charms. Their expertise is without question, and their work is very dangerous. From time to time, a raider does not come home.
The Haatemurra of Jorjarron
The haatemurra is a humanoid creature, about medium height, with a potbelly, and two bugged out eyes. It's face is furry with a lion's mane that covers most of their body, and it's mouth is lined with tiny fangs.
The haatemurra's body is stocky and lanky, and it has the tendency to drool a thick and sticky yellow saliva from one or both sides of its mouth. It can use this saliva to stick its victims high up in trees. The saliva does not harden or drip but stay congealed in a sticky goo.
The haatemurra lives in the forests surrounding Jorjarron and is rumored to lurk in the treetops where it can see down to its prey. Their lanky limbs give them intense climbing speed. They slide down a tree swiftly and silently, attach their gooey spit to their victim, and scuttle quickly back up the tree with their catch.
Tales of the haatemurra are told to children and young adults to scare them into traveling together. The haatemurra are believed to only attack lone travelers; traveling in groups is encouraged by Jorjarron authorities. Despite its status as mostly an urban legend, residents swear by the legend and stories told about the haatemurra. And any unexplained disappearances or injuries are attributed to wandering haatemurra in the forest.
Slythell are rumored to be rot-covered worms that have congealed into a writhing mess about the size of a child. They live underground, only come out at night, and no one knows how (or where) they were made. When they get too close to a water system, the water is poisoned and subsequently the attached population is sickened with fever, weakness, rash, vomiting, diarrhea, and bloody blisters in their mouths. Medicine and magic combined together can cure the slyth, but it will reinfect if the slythell isn't found and eradicated.
Some tall (presumably) tales say that slythell cannot be killed, only relocated. They rot even weapons and clothing they come into contact with. They say they have beady eyes under the writhing mess but no visible arms, legs, or mouth. Despite being a blobbish creature, they spit and pop their writhing goo onto the surrounding areas (and persons if near enough). When disturbed, it is rumored that they will lash out and attack. Any touched by their rot-covered exterior gets sick with bloody blisters at the point of contact...
The Frack Monster of Abodemnu
Abodemnu is home to the notorious frack monster, an ice beast so huge it could level a small village just from running through...
The frack monster is very real and creates cracks and fissures in the ice everywhere it goes. It stands between 3 and 4 Ambrivan men high and double as long with a tail. Its head is adorned by three massive horns it uses to defend itself. And its skin is harder than the icy tundra it lives on. The frack monster's hide is ideal to use in armorsmithing as well as Abodemnu fashions as well.
The frack monster isn't necessarily a devious or evil beast, but it is hunted to near extinction and very protective of its territory and offspring. Of the some dozen that are left, most will attack any Ambrivan they see on sight, even if it is out of their way. One blow from this mighty beast can kill an adult Ambrivan. And a rampaging one is alarming enough to send soldiers out to defend the nearby people and buildings from total ruin.
The Sandstalkers of the Eastern Dunes
The city of Morbroada weaves a compelling tale to stay indoors during sandstorms. They say Ambrivans left in the storms are faced with a fierce-some foe with no face save for a maw of giant tusks and pointy teeth. They attack and lash out with thick sandpaper-like claws that can tear the flesh clean away. Sandstalkers are incredibly tall and can move freely within a sandstorm or dune. They have no eyes but a face filled with teeth and tusks. Hands and feet are clawed, and they have four arms with which to battle with...
Sandstalkers are the stuff of nightmares and only appear in sandstorms that anyone can tell. The legend urges even the bravest and strongest warriors to take shelter else they will be claimed by the sandstalkers. Sandstalkers are looking for a fight and take as a trophy their beaten foe... Even today, in Morbroada, it is mandatory to go indoors where it is safe during all sandstorms.
The Haunt of the Seafaring Colony
Eila, the sad story of a mother drowned trying to protect her children. The story goes that she died in the sea as she kept her children's heads afloat until a passing ship saw and rescued the children. No one found Eila's body...
The story doesn't have a happy ending though. Legend goes that whenever dark shadows fall over bodies of water, any water, a trail of seawater can be seen where it wasn't before. Beware the grieving mother as Eila returns to collect the children she was so untimely taken from...
Those who have seen Eila relate a gruesome appearance of a gray sea-soaked female mouthing the words 'my babies.' Her bottom half is more of a gown than actual legs, and while she doesn't touch the floor, she does leave a trail of seawater everything she goes. Her long purple locks drip, and her eyes are a lifeless black.
A few reports of Eila tell of attempting to communicate with her or stopping her from taking children away with her. Her entire physical appearance goes black and her hair and hands lash out like claws that cut and freeze. The only way to survive they say is to run into the light where she evaporates...
The Luffra of the Petal Coast
The luffra live on the petal coast in the southwestern side of Ambaran. As the story goes, they are delicate flying bugs that can swarm to devastating effect when protecting their home and families. Legend tells of many settlers and towns trying to homestead on the petal coast only to be decimated by a swarm of luffra. Nowadays, only the bravest Ambrivans venture there to catch them as their wings and eyes on a necklace are said to bring luck to the wearer...
Luffra have four delicate clear/opaque wings on a tiny spindly body. Their body has two long arms and legs, and their tail is a fan of four spears. Their heads are triangular with six orbs as eyes on the front. Two whiskers stretch out from their face which help them detect changes on the wind and vibrate to communicate with other luffra.
Heimletoan is home to the Luffra Raiders, a group of Ambrivans who get together to hunt luffra and make good luck charms. Their expertise is without question, and their work is very dangerous. From time to time, a raider does not come home.
The Haatemurra of Jorjarron
The haatemurra is a humanoid creature, about medium height, with a potbelly, and two bugged out eyes. It's face is furry with a lion's mane that covers most of their body, and it's mouth is lined with tiny fangs.
The haatemurra's body is stocky and lanky, and it has the tendency to drool a thick and sticky yellow saliva from one or both sides of its mouth. It can use this saliva to stick its victims high up in trees. The saliva does not harden or drip but stay congealed in a sticky goo.
The haatemurra lives in the forests surrounding Jorjarron and is rumored to lurk in the treetops where it can see down to its prey. Their lanky limbs give them intense climbing speed. They slide down a tree swiftly and silently, attach their gooey spit to their victim, and scuttle quickly back up the tree with their catch.
Tales of the haatemurra are told to children and young adults to scare them into traveling together. The haatemurra are believed to only attack lone travelers; traveling in groups is encouraged by Jorjarron authorities. Despite its status as mostly an urban legend, residents swear by the legend and stories told about the haatemurra. And any unexplained disappearances or injuries are attributed to wandering haatemurra in the forest.
Ambrivan Sports: Rudderball
Posted 7 years agoWhat is Rudderball?
It is a sport where Ambrivans of any gender attempt to win as many goals as possible for their team. They use their muscular legs and tails to kick, throw, catch, and roll their ball to victory! No hands! All other parts of the body are usable! There are four suspended rings in the air, each in its teams colors. One goalie versus the world folks! Four team vying for victory! Rudderball players have to be physically fit with great jumping prowess!
Rules of Rudderball
No hitting above the belt: feet, legs, and thighs are a-ok!
Put the ball through the hoop, gain 1 point while the team whose hoop you scored on loses 1 point!
The game is played in three 15-minute rounds with a 5-minute break in between rounds.
After each round, the team with the lowest points is disqualified until only two teams are playing.
Teams include 1 goalie, 2 centers, 3 bumpers, and a rudder.
Centers and the Rudder are the ones that typically make goals.
Bumpers steal the ball and past the ball usually.
The Goalie tries their best to keep other teams from scoring.
You can bench up to 1 Goalie, 1 Center, 2 Bumpers, and 1 Rudder.
Rudderball Players in Ambrivan Society
They are the highlight of everything in sports (think football in our world). They are paid top ambri, get all the celebrity treatment, and new players are watched for and sought after in Ambrivan schools and colleges. Top teams are followed like a cultlike religion by some Ambrivans, and sports paraphernalia sells out fast!
It is a sport where Ambrivans of any gender attempt to win as many goals as possible for their team. They use their muscular legs and tails to kick, throw, catch, and roll their ball to victory! No hands! All other parts of the body are usable! There are four suspended rings in the air, each in its teams colors. One goalie versus the world folks! Four team vying for victory! Rudderball players have to be physically fit with great jumping prowess!
Rules of Rudderball
No hitting above the belt: feet, legs, and thighs are a-ok!
Put the ball through the hoop, gain 1 point while the team whose hoop you scored on loses 1 point!
The game is played in three 15-minute rounds with a 5-minute break in between rounds.
After each round, the team with the lowest points is disqualified until only two teams are playing.
Teams include 1 goalie, 2 centers, 3 bumpers, and a rudder.
Centers and the Rudder are the ones that typically make goals.
Bumpers steal the ball and past the ball usually.
The Goalie tries their best to keep other teams from scoring.
You can bench up to 1 Goalie, 1 Center, 2 Bumpers, and 1 Rudder.
Rudderball Players in Ambrivan Society
They are the highlight of everything in sports (think football in our world). They are paid top ambri, get all the celebrity treatment, and new players are watched for and sought after in Ambrivan schools and colleges. Top teams are followed like a cultlike religion by some Ambrivans, and sports paraphernalia sells out fast!
Ambaran Pantheon
Posted 7 years agoAndra, Goddess of the Ebb and Flow of Life & Queen of the Gods
Andra is the dual headed goddess of the ebb and flow of life. She controls the path of life for each Ambrivan in her care from conception to the moment they pass into death. She is short and stout, appears pregnant, has two heads with black hair and a light blue body with dark blue markings (spots), legendary ears, eyes and ribbons, and a crown of short horns. Like all gods, she glows lightly.
Rhideno, God of the Second Awakening & King of the Gods
Rhideno is triple horned god of the second awakening. He controls the path into death for each Ambrivan brought to him from Andra. When Rhideno awakens passed on Ambrivans into the world of death, they join the after life with those who have come before them, gaining a second chance. Rhideno is tall and lanky, has four arms, dark gray skin with black stripes, legendary ears, eyes and horns (+1 horn on his forehead), legendary ribbons and back ribbons, and has light blue hair (long and tied at the end). Like all gods, he glows lightly.
The Festival of Tides: A Festival honoring Andra and Rhideno
The Festival of Tides takes place in Habrina City and celebrates the turn of life as Andra passes souls to Rhideno. The festival takes place as the season changes from warm to cool, and it usually lasts a week in Habrina City. While Habrina City is the primary and most popular celebration, all the major cities and smaller villages have their own celebrations with varying names. Baking competitions, dances and parties, games, costume contests, fireworks, and usually a live show of the tale of how Andra and Rhideno met and made the contract to transfer souls.
Esidora, Goddess of Starlight
Esidora appears as though she is made of space itself. Light glints off her dark shimmery body and her silvery hair dances as though defying gravity itself. Esidora is the goddess of the light sky, bringing the sunshine to Ambaran and keeping the twinkling lights of the galaxy alive for all her beautiful Ambrivans to see. Like all gods, she glows lightly.
Tritten, God of Slumber
Tritten is almost always asleep. His large white body and giant belly lay still except for his light breathing. His dark green hair flows out behind him. Tritten's shimmery wings beat rhythmically, lulling Ambrivans and other creatures into a peaceful sleep. Tritten is the god of the night, still and silent, calm and kind. Like all gods, he glows lightly.
Wawrea, Goddess of the Bloom
Wawrea is a kind goddess who loves nature. She fills her life with it and is sometimes even found by Ambrivans who spend their time in the wilderness. Ice and snow or warm marshes and flower gardens, Wawrea doesn't care. She relishes all nature and all things that come from nature. Wawrea is tall and lanky with a light brown body and green and purple locks of hair falling into her face. Like all gods, she glows lightly.
Horrelea, God of the Warring Seas
Horrelea is fearsome creature with the lower body of a sea serpent and the upper body of a winged Ambrivan. He swims fast, his blue and green body blending into the see, his blond hair obscuring him further. He pledges himself to the crashing waves and cares little for the lives of those who venture out into the lakes and seas of Ambaran. Like all gods, he glows lightly.
Gallamura, Goddess of Sentient Thought
Gallamura is a large catlike creature and reptilian tail and tongue with six arms and two legs (and she walks on them all as tho she had never been upright). Gallamura's skin is covered in shiny yellow scales on some parts and covered in a thick dark brown fur in other spots. Wise beyond reason, Gallamura made the mistake of creating two diverse races in her image: the Ahrizadi and the Jhadivans. These races warred for a spell and then blended into what is now the Ambrivan race. Gallamura watches over her new baby like any mother tho she never interferes. Like all gods, she glows lightly. Like all gods, she glows lightly.
Mammuna, Goddess of Magic
Mammuna is almost unknown. Her figure and image changes like the spark of magic. She is the one who breathed magic into the viscous fluid that created Ambaran so that it would be as magical as she. She toys with magic, opens rifts (doorways, gateways, whatever you like to call them) just for fun. She creates celestial occurrences like meteor showers that toy with the magic. She is like a child in her playfulness, and she is delighted when the creatures on Ambaran overcome the hurdles she sets forth. Like all gods, she glows lightly.
Andra is the dual headed goddess of the ebb and flow of life. She controls the path of life for each Ambrivan in her care from conception to the moment they pass into death. She is short and stout, appears pregnant, has two heads with black hair and a light blue body with dark blue markings (spots), legendary ears, eyes and ribbons, and a crown of short horns. Like all gods, she glows lightly.
Rhideno, God of the Second Awakening & King of the Gods
Rhideno is triple horned god of the second awakening. He controls the path into death for each Ambrivan brought to him from Andra. When Rhideno awakens passed on Ambrivans into the world of death, they join the after life with those who have come before them, gaining a second chance. Rhideno is tall and lanky, has four arms, dark gray skin with black stripes, legendary ears, eyes and horns (+1 horn on his forehead), legendary ribbons and back ribbons, and has light blue hair (long and tied at the end). Like all gods, he glows lightly.
The Festival of Tides: A Festival honoring Andra and Rhideno
The Festival of Tides takes place in Habrina City and celebrates the turn of life as Andra passes souls to Rhideno. The festival takes place as the season changes from warm to cool, and it usually lasts a week in Habrina City. While Habrina City is the primary and most popular celebration, all the major cities and smaller villages have their own celebrations with varying names. Baking competitions, dances and parties, games, costume contests, fireworks, and usually a live show of the tale of how Andra and Rhideno met and made the contract to transfer souls.
Esidora, Goddess of Starlight
Esidora appears as though she is made of space itself. Light glints off her dark shimmery body and her silvery hair dances as though defying gravity itself. Esidora is the goddess of the light sky, bringing the sunshine to Ambaran and keeping the twinkling lights of the galaxy alive for all her beautiful Ambrivans to see. Like all gods, she glows lightly.
Tritten, God of Slumber
Tritten is almost always asleep. His large white body and giant belly lay still except for his light breathing. His dark green hair flows out behind him. Tritten's shimmery wings beat rhythmically, lulling Ambrivans and other creatures into a peaceful sleep. Tritten is the god of the night, still and silent, calm and kind. Like all gods, he glows lightly.
Wawrea, Goddess of the Bloom
Wawrea is a kind goddess who loves nature. She fills her life with it and is sometimes even found by Ambrivans who spend their time in the wilderness. Ice and snow or warm marshes and flower gardens, Wawrea doesn't care. She relishes all nature and all things that come from nature. Wawrea is tall and lanky with a light brown body and green and purple locks of hair falling into her face. Like all gods, she glows lightly.
Horrelea, God of the Warring Seas
Horrelea is fearsome creature with the lower body of a sea serpent and the upper body of a winged Ambrivan. He swims fast, his blue and green body blending into the see, his blond hair obscuring him further. He pledges himself to the crashing waves and cares little for the lives of those who venture out into the lakes and seas of Ambaran. Like all gods, he glows lightly.
Gallamura, Goddess of Sentient Thought
Gallamura is a large catlike creature and reptilian tail and tongue with six arms and two legs (and she walks on them all as tho she had never been upright). Gallamura's skin is covered in shiny yellow scales on some parts and covered in a thick dark brown fur in other spots. Wise beyond reason, Gallamura made the mistake of creating two diverse races in her image: the Ahrizadi and the Jhadivans. These races warred for a spell and then blended into what is now the Ambrivan race. Gallamura watches over her new baby like any mother tho she never interferes. Like all gods, she glows lightly. Like all gods, she glows lightly.
Mammuna, Goddess of Magic
Mammuna is almost unknown. Her figure and image changes like the spark of magic. She is the one who breathed magic into the viscous fluid that created Ambaran so that it would be as magical as she. She toys with magic, opens rifts (doorways, gateways, whatever you like to call them) just for fun. She creates celestial occurrences like meteor showers that toy with the magic. She is like a child in her playfulness, and she is delighted when the creatures on Ambaran overcome the hurdles she sets forth. Like all gods, she glows lightly.
Haaloman Physiology and Lore
Posted 7 years agoPhysiology
Haalomans are shorter and light-weight with semi-hollow bones. Their petite stature ranges from 3' 5" tall to 5' tall. They have clawed hands and feet for perching and grabbing onto rocky terrain. All of them have ruffed neck feathers as well. Males and females can have feathers coming off their ear-holes (they do not have protruding ears). Haalomans also do not have noses - just nostrils under a hardened flap of down skin. Females have visible breasts but no nipples. Males also have no nipples. Males have a bony protrusion to allow for inseminating females. Females lay up to 3 eggs. Haalomans are direct descendants of Ambrivans, and have similar anatomy for their body. They excrete waste from their body through a hole in their pelvic region near their reproductive organs.
Haalomans age fairly slowly. After hatching, younglings won't get their feathers or flight wings for a year. Then it is another 3 years before they age to adulthood. Haalomans spend their first 5 years with their parents and can live to be 80 years old. Some elder Haalomans have been known to live to 100 years old. Haalomans are the epitome of grace and elegance in the air. They are clumsy on land however and usually use their talons for landing and climbing. They live in the mountains, so walking on land isn't usually an activity they come by regularly. Haalomans live on a diet of fruits, veggies, and insects they find on the mountains where they live.
Love, Relationships, & Reproduction
Haalomans live in family groups called Clans. Some clans are really large while others are smaller. They are also very territorial and will fight each other if one clan should cross over into another clan's territory. Friendships are very important to Haaloman youth and young adults, and friends keep the same circle their whole life (and are about as territorial as the clan is to other clans). Haalomans live in small caves dug out of the side of the mountains. They have to be small to ensure proper warmth, dryness, and safety from predators.
Haalomans mate for life in pairs. It is highly unusual to find a rogue or sexually mischievous/experimental Haaloman. While there are gay and lesbian Haaloman, they are rare to find as couples as reproduction can only take place between a male and a female (gay and lesbian Haaloman do adopt and raise otherwise orphaned eggs and younglings). Sexual encounters outside of reproduction are rare. To reproduce, males secrete their sperm out a small bony protrusion. They rub the protrusion across their mate's lower pelvis where there is a small opening. The female is read to lay her eggs (1-3 eggs at a time) within a few days and can feel when they are fertilized and ready. Once the eggs are lain, the parents are mostly distant - taking guard against predators instead. Once hatched (in 1 month), the younglings live off of what their parents bring them and what they forage for themselves. The last 3 years are when the younglings learn how to fly and develop their early friendships. The last year of the 5 they stay with their parents is about mimicking what they do as adults to prepare for what they will do and contribute to in their clan.
Language & Naming
Haalomans speak fluently Ambirnon and Hallodahl, the Ambrivan and Haaloman spoken languages. They have no known sign language.
Haalomans name their children - often after something they find in nature. Names are as diverse as nature is and may often include colors since children often come up with nicnames as they age that they go by instead of their given name. Finally, all names are followed by their clan leaders name.
Magic & Technology
Haalomans themselves evolved through wind magic attached to Ambrivans and are themselves magical. They have the innate ability to control wind to a degree. They do not have technology tho... They do know of technology as they see the Ambrivans use it and some speak with the Ambrivans at length.
Organized Religion & Sports
Coming from Ambrivans, they have kept true to Esidora, the Goddess of Starlight. Haalomans are very playful and colorful (in both look and personality). They entertain the flying sport of Catchball almost continually. There really isn't teams or any rules except to not hold the ball and don't let the ball hit the ground. Sometimes Ambrivans are surprised by the balls that drop from the skies near the mountains.
Laws & Social Norms
Haalomans are more-or-less archaic in their ways. Each clan has a family that leads the clan. Their word is law. If a law or rules is broken, the wings of the culprit are clipped. This is a temporary punishment as wingtips will grow back (magic).
Risks of the Air & Other Haalomans/Clans
There are dragons who fly high above and down below that hunt the Haaloman and other winged creatures.
Haaloman clans fight with each other. The two biggest antagonists are the major clans of Dragora and Chimecta. There is a longstanding feud that both mountain chains in the south should belong to one clan since they are so close together. Thus they fight each other for the respective territories. Most of the lesser clans are peaceful and stick to their own territories or do not resort to violence when another clan crosses territories.
Haalomans & Other Species
Haalomans evolved from Ambrivans. Using wind magic, Genetic Superior Ambrivans were able to fully harness the power and force of their ribbon wings. Over time, this toughened their wings and they were able to sustain flight instead of just gliding. Evolution was quick and a new race was born. Now Haalomans like to fly alongside their Ambrivan predecessors - while they glide through the air on the machines or with their ribbon wings...
Esidora, Goddess of Starlight
Esidora appears as though she is made of space itself. Light glints off her dark shimmery body and her silvery hair dances as though defying gravity itself. Esidora is the goddess of the light sky, bringing the sunshine to Ambaran and keeping the twinkling lights of the galaxy alive for all her beautiful Ambrivans to see. Like all gods, she glows lightly.
Haalomans are shorter and light-weight with semi-hollow bones. Their petite stature ranges from 3' 5" tall to 5' tall. They have clawed hands and feet for perching and grabbing onto rocky terrain. All of them have ruffed neck feathers as well. Males and females can have feathers coming off their ear-holes (they do not have protruding ears). Haalomans also do not have noses - just nostrils under a hardened flap of down skin. Females have visible breasts but no nipples. Males also have no nipples. Males have a bony protrusion to allow for inseminating females. Females lay up to 3 eggs. Haalomans are direct descendants of Ambrivans, and have similar anatomy for their body. They excrete waste from their body through a hole in their pelvic region near their reproductive organs.
Haalomans age fairly slowly. After hatching, younglings won't get their feathers or flight wings for a year. Then it is another 3 years before they age to adulthood. Haalomans spend their first 5 years with their parents and can live to be 80 years old. Some elder Haalomans have been known to live to 100 years old. Haalomans are the epitome of grace and elegance in the air. They are clumsy on land however and usually use their talons for landing and climbing. They live in the mountains, so walking on land isn't usually an activity they come by regularly. Haalomans live on a diet of fruits, veggies, and insects they find on the mountains where they live.
Love, Relationships, & Reproduction
Haalomans live in family groups called Clans. Some clans are really large while others are smaller. They are also very territorial and will fight each other if one clan should cross over into another clan's territory. Friendships are very important to Haaloman youth and young adults, and friends keep the same circle their whole life (and are about as territorial as the clan is to other clans). Haalomans live in small caves dug out of the side of the mountains. They have to be small to ensure proper warmth, dryness, and safety from predators.
Haalomans mate for life in pairs. It is highly unusual to find a rogue or sexually mischievous/experimental Haaloman. While there are gay and lesbian Haaloman, they are rare to find as couples as reproduction can only take place between a male and a female (gay and lesbian Haaloman do adopt and raise otherwise orphaned eggs and younglings). Sexual encounters outside of reproduction are rare. To reproduce, males secrete their sperm out a small bony protrusion. They rub the protrusion across their mate's lower pelvis where there is a small opening. The female is read to lay her eggs (1-3 eggs at a time) within a few days and can feel when they are fertilized and ready. Once the eggs are lain, the parents are mostly distant - taking guard against predators instead. Once hatched (in 1 month), the younglings live off of what their parents bring them and what they forage for themselves. The last 3 years are when the younglings learn how to fly and develop their early friendships. The last year of the 5 they stay with their parents is about mimicking what they do as adults to prepare for what they will do and contribute to in their clan.
Language & Naming
Haalomans speak fluently Ambirnon and Hallodahl, the Ambrivan and Haaloman spoken languages. They have no known sign language.
Haalomans name their children - often after something they find in nature. Names are as diverse as nature is and may often include colors since children often come up with nicnames as they age that they go by instead of their given name. Finally, all names are followed by their clan leaders name.
Magic & Technology
Haalomans themselves evolved through wind magic attached to Ambrivans and are themselves magical. They have the innate ability to control wind to a degree. They do not have technology tho... They do know of technology as they see the Ambrivans use it and some speak with the Ambrivans at length.
Organized Religion & Sports
Coming from Ambrivans, they have kept true to Esidora, the Goddess of Starlight. Haalomans are very playful and colorful (in both look and personality). They entertain the flying sport of Catchball almost continually. There really isn't teams or any rules except to not hold the ball and don't let the ball hit the ground. Sometimes Ambrivans are surprised by the balls that drop from the skies near the mountains.
Laws & Social Norms
Haalomans are more-or-less archaic in their ways. Each clan has a family that leads the clan. Their word is law. If a law or rules is broken, the wings of the culprit are clipped. This is a temporary punishment as wingtips will grow back (magic).
Risks of the Air & Other Haalomans/Clans
There are dragons who fly high above and down below that hunt the Haaloman and other winged creatures.
Haaloman clans fight with each other. The two biggest antagonists are the major clans of Dragora and Chimecta. There is a longstanding feud that both mountain chains in the south should belong to one clan since they are so close together. Thus they fight each other for the respective territories. Most of the lesser clans are peaceful and stick to their own territories or do not resort to violence when another clan crosses territories.
Haalomans & Other Species
Haalomans evolved from Ambrivans. Using wind magic, Genetic Superior Ambrivans were able to fully harness the power and force of their ribbon wings. Over time, this toughened their wings and they were able to sustain flight instead of just gliding. Evolution was quick and a new race was born. Now Haalomans like to fly alongside their Ambrivan predecessors - while they glide through the air on the machines or with their ribbon wings...
Esidora, Goddess of Starlight
Esidora appears as though she is made of space itself. Light glints off her dark shimmery body and her silvery hair dances as though defying gravity itself. Esidora is the goddess of the light sky, bringing the sunshine to Ambaran and keeping the twinkling lights of the galaxy alive for all her beautiful Ambrivans to see. Like all gods, she glows lightly.
Seresan Physiology and Lore
Posted 7 years agoPhysiology
Seresans are long, about 8 to 10 feet long (about half torso/head and tail/fins tho many ratios exist). There are fewer males than females in the population. Most adult Seresans have an athletic build due to the hostile environment they live in (they do a lot of fighting). Females have small to no visible breasts. Male and females have no nipples. Seresans are direct descendants of Ambrivans, and have similar anatomy for their head and torso. They all have a sac that functions for breeding and egg hatching in their tails.
Seresans have long needle-like nails on their fingers and thumbs and no nostrils. They breathe through gills in their abdomen as they move through the water. They are telepathic creatures and use their mouth only for eating and fighting (they can speak to any intelligent creature telepathically and can hear spoken language just fine). Seresans age fast to adulthood. When born, they grow quickly, and within a single year are considered adults. Seresans can live to the age of about 100, but because of their hostile environment, they often only make it to between 50 and 80 years old.
Seresans are elegant and graceful in the water, but they cannot exist on land or in the air. Their hide is thick with small scales covering every surface of their body. They like enclosed spaces for safety and often have anxiety about going into open waters or too near the surface (tho many do travel in open waters and to the surface for various reasons). Seresans excrete waste from the ends of their tails. They consume a diet of fish and sea grasses.
Love, Relationships, & Reproduction
Seresans are not known for their monogamy, and will mate with anyone in their community freely. Males take on the responsibility of nurturing eggs for the month it takes them to develop and hatch while the females defend the community. While all Seresans have the nursery sac, males have a larger sac and will hold the offspring of many different Seresans and nurture them as their own. The community gets together when they are ready to hatch and protects the hatchlings together until they are mature adults.
Seresans breed by females first dropping eggs into their nursery sac. Eggs can stay their for up to 3 days before they die off. Females use this time to find the right male to transfer their eggs to at which time the male, when his nursery sac is full, will fertilize the eggs of multiple females. Sometimes males and females are born with both sets of sexual organs. When this happens, they cannot fertilize their own eggs. And sometimes females want to carry their own eggs to birth. To do so, they must find another with the ability to fertilize them within the 3 day timeframe. This can be hard to do as tradition is held on high in Seresan society, so breaking the tradition of the male hatching the eggs is frowned upon.
Outside of reproduction and "love," Seresans are rather standoffish. They know they won't live long in this hostile environment, so they keep their allies much closer than their friends and acquaintances. Should a Seresan balk at tradition or turn on their people, they are shunned from soceity (basically a death sentence to live alone in the ocean).
Language & Naming
Seresans are magical creature and can speak to other intelligent creatures telepathically. They also have a written language and a sign language. These languages are known as "Serin" respectively.
Most Seresans have one name. They give themselves their own name when they reach maturity in a traditional coming of age ceremony called Alabresa (which means "The New Coming" in Serin sign language). Part of the coming of age ceremony also involves a battle against a captured Gleana, a monster of the deep that, while it does not prey on Seresans, is opportunistic and will kill and eat one if given the chance. The group of young adults must face this creature and live to complete the ceremony. Those that do close the ceremony out feasting on it's flesh and naming themselves.
Magic & Technology
Seresans themselves evolved through water magic attached to Ambrivans and are themselves magical. They have the innate ability to control water to a degree. They do not have technology tho... They do know of technology as they see the Ambrivans use it and some speak with the Ambrivans at length.
Organized Religion & Sports
Coming from Ambrivans, they have kept true to Horreliea, the God of the Warring Seas. They view themselves as a warrior race as well, like Horrelea in many ways. Seresan do not participate in sports. Their environment is not conducive to organize fun with groups of other Seresans. Small games of catch, hide-and-seek, tag, and similar games are playing by nursery-goers and young adults.
Laws & Social Norms
Seresans are more-or-less archaic in their ways. They have a governing circle of elders who is led by the oldest female Seresan. Males who are actively nurturing the youth (and the youth) are directly below the council. Those protecting the pod are last with the best warriors looked at with reverence. The goal of Seresan society is to protect the pod as a whole with no Seresan left behind. And everyone in a pod, no matter their age or specific duties, can fight.
Seresans never turn their backs on each other when in small groups, foraging/hunting parties, and in the nursery. This is for protection purposes as it allows them to see 360 degrees of their environment. They rely on each other to survive, so a Seresan who turns their back on anyone in a small group situation is showing mistrust of them and putting others lives at risk. This is something they can be, and most likely will be, shunned for.
Risks of the Sea & Other Seresans/Pods
Kraken, giant squids, sea serpents, gleana, dragons from above (fishing for food), and other see and air monsters. Pods are usually on the move because staying in one place for too long creates a location for predators to hunt them.
Other Seresans can also be a risk. A council unwilling to merge may very well want to exterminate rival pods to keep down on resource competition. While intentionally splitting off from a pod is unusual, it has happened. There are 4 known pods to date and their leaders keep to their own waters on Ambaran in loose treaties with each other (Lerex Pod (largest of the 4), North Forest Pod, Northeastern Mountain Pod, and the Southern Waters Pod).
Seresans & Other Species
Seresans evolved from Ambrivans who wanted to swim more than walk. They collectively used water and nature magic to fuse their legs. At first, this could be undone. But after a while, they developed more water-based traits and just stayed in the water. Now they are exclusive to the water. Ambrivans are not good swimmers but the Seresans coax them into the water anyways. In the shallows, they can play and interact peacefully and so do on the shorelines frequently with Ambrivans of small villages...
Horrelea, God of the Warring Seas
Horrelea is fearsome creature with the lower body of a sea serpent and the upper body of a winged Ambrivan. He swims fast, his blue and green body blending into the see, his blond hair obscuring him further. He pledges himself to the crashing waves and cares little for the lives of those who venture out into the lakes and seas of Ambaran. Like all gods, he glows lightly.
Seresans are long, about 8 to 10 feet long (about half torso/head and tail/fins tho many ratios exist). There are fewer males than females in the population. Most adult Seresans have an athletic build due to the hostile environment they live in (they do a lot of fighting). Females have small to no visible breasts. Male and females have no nipples. Seresans are direct descendants of Ambrivans, and have similar anatomy for their head and torso. They all have a sac that functions for breeding and egg hatching in their tails.
Seresans have long needle-like nails on their fingers and thumbs and no nostrils. They breathe through gills in their abdomen as they move through the water. They are telepathic creatures and use their mouth only for eating and fighting (they can speak to any intelligent creature telepathically and can hear spoken language just fine). Seresans age fast to adulthood. When born, they grow quickly, and within a single year are considered adults. Seresans can live to the age of about 100, but because of their hostile environment, they often only make it to between 50 and 80 years old.
Seresans are elegant and graceful in the water, but they cannot exist on land or in the air. Their hide is thick with small scales covering every surface of their body. They like enclosed spaces for safety and often have anxiety about going into open waters or too near the surface (tho many do travel in open waters and to the surface for various reasons). Seresans excrete waste from the ends of their tails. They consume a diet of fish and sea grasses.
Love, Relationships, & Reproduction
Seresans are not known for their monogamy, and will mate with anyone in their community freely. Males take on the responsibility of nurturing eggs for the month it takes them to develop and hatch while the females defend the community. While all Seresans have the nursery sac, males have a larger sac and will hold the offspring of many different Seresans and nurture them as their own. The community gets together when they are ready to hatch and protects the hatchlings together until they are mature adults.
Seresans breed by females first dropping eggs into their nursery sac. Eggs can stay their for up to 3 days before they die off. Females use this time to find the right male to transfer their eggs to at which time the male, when his nursery sac is full, will fertilize the eggs of multiple females. Sometimes males and females are born with both sets of sexual organs. When this happens, they cannot fertilize their own eggs. And sometimes females want to carry their own eggs to birth. To do so, they must find another with the ability to fertilize them within the 3 day timeframe. This can be hard to do as tradition is held on high in Seresan society, so breaking the tradition of the male hatching the eggs is frowned upon.
Outside of reproduction and "love," Seresans are rather standoffish. They know they won't live long in this hostile environment, so they keep their allies much closer than their friends and acquaintances. Should a Seresan balk at tradition or turn on their people, they are shunned from soceity (basically a death sentence to live alone in the ocean).
Language & Naming
Seresans are magical creature and can speak to other intelligent creatures telepathically. They also have a written language and a sign language. These languages are known as "Serin" respectively.
Most Seresans have one name. They give themselves their own name when they reach maturity in a traditional coming of age ceremony called Alabresa (which means "The New Coming" in Serin sign language). Part of the coming of age ceremony also involves a battle against a captured Gleana, a monster of the deep that, while it does not prey on Seresans, is opportunistic and will kill and eat one if given the chance. The group of young adults must face this creature and live to complete the ceremony. Those that do close the ceremony out feasting on it's flesh and naming themselves.
Magic & Technology
Seresans themselves evolved through water magic attached to Ambrivans and are themselves magical. They have the innate ability to control water to a degree. They do not have technology tho... They do know of technology as they see the Ambrivans use it and some speak with the Ambrivans at length.
Organized Religion & Sports
Coming from Ambrivans, they have kept true to Horreliea, the God of the Warring Seas. They view themselves as a warrior race as well, like Horrelea in many ways. Seresan do not participate in sports. Their environment is not conducive to organize fun with groups of other Seresans. Small games of catch, hide-and-seek, tag, and similar games are playing by nursery-goers and young adults.
Laws & Social Norms
Seresans are more-or-less archaic in their ways. They have a governing circle of elders who is led by the oldest female Seresan. Males who are actively nurturing the youth (and the youth) are directly below the council. Those protecting the pod are last with the best warriors looked at with reverence. The goal of Seresan society is to protect the pod as a whole with no Seresan left behind. And everyone in a pod, no matter their age or specific duties, can fight.
Seresans never turn their backs on each other when in small groups, foraging/hunting parties, and in the nursery. This is for protection purposes as it allows them to see 360 degrees of their environment. They rely on each other to survive, so a Seresan who turns their back on anyone in a small group situation is showing mistrust of them and putting others lives at risk. This is something they can be, and most likely will be, shunned for.
Risks of the Sea & Other Seresans/Pods
Kraken, giant squids, sea serpents, gleana, dragons from above (fishing for food), and other see and air monsters. Pods are usually on the move because staying in one place for too long creates a location for predators to hunt them.
Other Seresans can also be a risk. A council unwilling to merge may very well want to exterminate rival pods to keep down on resource competition. While intentionally splitting off from a pod is unusual, it has happened. There are 4 known pods to date and their leaders keep to their own waters on Ambaran in loose treaties with each other (Lerex Pod (largest of the 4), North Forest Pod, Northeastern Mountain Pod, and the Southern Waters Pod).
Seresans & Other Species
Seresans evolved from Ambrivans who wanted to swim more than walk. They collectively used water and nature magic to fuse their legs. At first, this could be undone. But after a while, they developed more water-based traits and just stayed in the water. Now they are exclusive to the water. Ambrivans are not good swimmers but the Seresans coax them into the water anyways. In the shallows, they can play and interact peacefully and so do on the shorelines frequently with Ambrivans of small villages...
Horrelea, God of the Warring Seas
Horrelea is fearsome creature with the lower body of a sea serpent and the upper body of a winged Ambrivan. He swims fast, his blue and green body blending into the see, his blond hair obscuring him further. He pledges himself to the crashing waves and cares little for the lives of those who venture out into the lakes and seas of Ambaran. Like all gods, he glows lightly.
Ambrivan Physiology and Lore
Posted 7 years agoPhysiology
Ambrivans are short, about 3'5" to 4'5" for females and, on average five inches taller for males. Adult petite or lean Ambrivan females weigh around 180 pounds, athletic or muscular female Ambrivans weigh around 200 pounds, and while not common, over weight Ambrivans do exist (males weigh 20-30 pounds more than females on average). Ambrivans can live for 150-180 years on average, with 1-20 being young, 21-50 being children, 51-80 being teenagers, 81-120 being adults, and 121-180 being elderly. Most Ambrivans do not live past 180 (tho some do - the oldest on record was 200).
Ambrivans are stout and do not injure easily. They jump high, run fast, but are clumsy in water without special training. They are hardy and do not suffer in the cold like some creatures do tho they overheat easily in the summer and fall. They get claustrophobic easily - they prefer wide open spaces... tho some have overcome this and work in mines or live in forests. Most Ambrivans are afraid of heights as well, and only a select few can glide thru the air. Those that can glide thru the air are considered genetic superior (for flight, Ambrivans usually require magic as even a GS Ambrivan's wings are a little too small for flight alone and barely sustain gliding for more than a few minutes).
All Ambrivans have two fingers and a thumb on their hands, and they have two toes on their feet. They all have a tail that extends out one foot for females and up to three feet for males. The underside of their tail and the backs of their feet have gems embedded into them from where they drag. Tails never grow. Babies are born with the length of tail they will have throughout their entire life and only the tail ribbons will grow with them as they age. The biggest differences between males and females are three items: 1) how they excrete their waste (women have holes on their body near the crease of their tail whereas men excrete waste from the end of their tails), 2) their overall body shape as females are curvy and voluptuous while men are more thick and muscular, and 3) men have a longer tail than women.
Love, Relationships, & Reproduction
Ambrivans enjoy fun and sometimes go thrill seeking. Close and dependable friendships are essential for safety as well as mutual development and networking. Most Ambrivans stay within their age circles and rarely adventure into older or younger Ambrivan friendships. Old-School and high-class Ambrivan society is formed around the belief in love at first sight. As such, Ambrivans are not date per the high class and elderly Ambrivans who follow old-school rules, and once they choose their mate, they pair off for life if their chosen mate reciprocates the affection. However, a new school of Romantic Lifestyle Ambrivans have come on the scene and believe in choice: they date whomever and however many they want, and when they find someone they are compatible with, they mate for life.
Crystals play a large part in an Ambrivan's life. Not only do they funnel magic for the Ambrivans, they also perform reproductive functions. Ambrivans do not have genitalia in the common sense. Both males and females have erotic zones that can be stimulated (lips/tongue, ears, tails, bottoms of feet, and a bump on the bottom front of the pelvis), but to reproduce, two Ambrivans must pull a gemstone from their flesh (incredibly painful) and match it to their partner. Then they choose who will carry the child to term, and the chosen partner takes the pair of gems and inserts them into their belly-button. Within minutes, their body will absorb the gems and the magic will form a new life. The new life will take about five months to mature into a baby that can live outside the womb. The baby is then birthed back through the belly-button area of the parent Ambrivan. Because conception is done this way, as long as there are two parents involved, same-sex parents can have biological children together and both men and women can carry and birth babies. Taking two gems from the same Ambrivan will NOT produce a child as there is only one side of the DNA needed in those gems.
Language & Naming
There are two languages: Ambirnon and Ambirnasign. Ambirnasign is a sign language the elder Ambrivans use in their old age to communicate discreetly among themselves while the other is the spoken language known by all Ambrivans.
Ambrivan names are as diverse as they get. Most are named after an elemental or geological feature they somewhat resemble with an additional nonsensical word after and then their proper name will follow. Most Ambrivans have four or five names tho less and more are not unheard of. Finally their family name completes the verbal diarrhea that is their identity. As their names are so convoluted, most Ambrivans are known by a nicname, often one that is not part of their full name... thus adding to the confusion of who is who.
Magic & Technology
Ambrivans have access to magic. The magic they have is not an innate ability but they use their bodies to channel the innate magic of their planet in various ways. The gemstones they pick up throughout their life carry this magic that they channel. Mutations also give and can create new magic - it just depends on the mutation and the rarity of the mutation.
Ambrivans are never allowed to have or to use dark magics - they are inherently good creatures. Each color of the rainbow is embodied by a gem on Ambaran and channels a specific set of powers. These powers can be Elemental or Superior powers. Elemental powers are the most common with only the most specialized Ambrivans able to have and channel Superior powers.
Elemental Magics
wind (purple)
from slight breeze to a gale that might knock your neighbor over...
water (yellow)
keep it fresh, catch a cool drink, or summon a spring rain...
fire/heat (red)
from a little burn to a fist-sized blaze...
light/electricity (orange)
a little light on things or a quick zap to your friend or annoying sibling...
earth (brown)
to move the earth or not, that is the question...
ice (blue)
a little cold snap or convenient ice rink for fun...
spirit/emotion (pink)
delve deep into the secrets emotions of life around you...
Superior Magics
metal/magnetism (gray)
tinker and have fun, metal is your to mold and more...
sonic (green)
send secret vibrations or make things crumble...
dreams (black)
enter the world of dreams and go on a journey or maybe just flush out the nightmares...
healing (white)
be the best and heal the hurts of those around you...
Combined Powers
SOME combinations of powers can turn into other powers if you have access to both types of gems...
dreams + spirit/emotion
dreamwalker: you can travel to and interact with the Astral Plane
sonic + ligh/electricity
thunderclap: make the big booms...
wind + ice
superspeed: let nature make your way for you... only faster!
metal/magnetism + fire/heat
magma: make that lave flow - it's unstoppable!
healing + spirit/emotion
therapist: cure the mind and soul along with the body...
water + earth
greenthumb: grow the plants that you need or want...
DARK Magics & Powers
The great evil of our time left behind a legacy of fear and darkness...
energy/spirit absorption (black)
can literally drain away the life force of anyone or thing you want to any degree...
WHEN IN COMBINATION OF OTHER NON-DARK MAGICS, THE MAGICAL COLOR DARKENS AND CAN BE USED FOR EVIL...
Ambrivans are also a technological race. They strive for perfection and easy access. They want all the creature comforts when they come home from work (they value a job well done and being self-sufficient above most everything). If we have it on Earth, they have it or a better version on Ambaran. They also mix technology and magic - some technology works better with Ambrivans using certain gemstones.
Organized Religion & Sports
Ambrivans, thanks to all the magic and magically occurring things around them, are a spiritual race and subscribe to several organized religious beliefs. Each of the gods and goddesses have their own religious following, tho Andra and Rhideno are usually worshipped together. Temples to gods and goddess can be found scattered around Ambaran in and out of the cities. The largest temple is in Habrina City and is to Andra and Rhideno.
Ambrivans LOVE their sports - as a sturdy and muscular race, they take great joy in watching and participating in sports of all kinds. If we have it on Earth, they have it on Ambaran. But the biggest sport of all is RUDDERBALL!
Laws & Social Norms
Ambrivans look towards the legal professions for aid and a fair trial. Some Ambrivans just don't find that right spot to fit into society. As such, crime does happen. Some is petty crime (theft, minor assault, etc) while some is major like murder. Incarcerated Ambrivans are expected to contribute so society doing all the jobs the rest of society does not want to do.
Ambrivan society is built on mutual respect, but some forms of respect are mandated to be shown. When in the presence of an Ambrivan performing their chosen profession for you as a service, you bow in thanks. All Ambrivans through adulthood also bow to elder Ambrivans to show reverence to them. In society, rank is determined by age so an older adult goes first while the younger adult waits. And parent(s) are expected to care for their children before themself(s) and children expected to be well-mannered and quiet.
The military profession is always in high demand. Unlike the other professions, the military chooses the Ambrivan based on their magical aptitude. An Ambrivan who cannot tap their magic consistently and successfully has no business in battle. Military soldiers use both magic and technology combined to wage war and protect the planet. While the military looks medieval, it is the producer of and purchaser of the most technologically advanced items on Ambaran. They also experiment a lot with weapons and weapon/magic combinations. The highest ranking guard is the Royal Guard who protect the palace and Imperials. Their leading soldier is called the Royal Guardian and usually has two war advisers at his or her side. The elite part of the military are a unit called Imperial Grunts. Within them are specialized areas such as spies, snipers, seals, etc. Their leading solder is called the Imperial Guardsman (even if a woman) and has specialized in every possible field. It takes years to prove yourself in the main military to get to be a Royal Guard or an Imperial Grunt. The main military is where the bulk of the soldiers find themselves - trying to work up to Royal Guards or Imperial Grunts. They supplement the police force when necessary, specialize in many different things like medical care, guns and ammo, magic (close range and distance), physical combat, etc.
Ambrivans & Other Species
Ambrivans are the key species in two evolutionary changes: Haalomans and Seresans. Ambrivans can be found playing in the water with Seresans and gliding through the sky with Haalomans (either with wings or technology that lets them fly). They get along well with each species and are often the teachers to these two more archaic species...
A Timeline of Ambaran
Before Timekeeping
There was a time when history was not kept. These dark days were filled with war, strife, starvation, and mistrust. Two races of creatures were said to have come from the viscous fluid of the pits of Ambaran: the Ahrizadi (a lizard-like creature) and the Jhadivans (a cat-like creature). Tho evolving separately, eventually when the tumultuous upheaval from the viscous fluid stopped, the two factions found peace. We only know this because the hybrid created created from their union is the earliest ancestor of the Ambrivans...
Year 1 - 292
The reign of the first Emperor was a great one according to the Ambrivan history books. Emperor Auro was fierce and unrelenting. His Empress, Ristanna, gave him many children and supported their people. The factions of the Ahrizadi and Jhadivan peoples continued to blend together creating what Emperor Auro called a "Super Race" and named it Ambrivan. Anyone not recognizing the super race was found guilty of treason. Eventually, by year 292, only Ambrivans were left free in the world...
Year 293 - 411
After the death of Emperor Auro (old age), his eldest daughter, said to be the "Face of Ambrivan Society," took the throne. She had the momentous duty to continue the super race, and Empress Julikara did just that... She continued the push outward to seize any lands left by the Ahrizadi and Jhadivan factions, imprisoning any she found still in hiding. By the time she was done killing and imprisoning, there was no doubt that Ambrivans were all that was left on Ambaran. Her wife, Empress Dama, hated all the violence and greed and eventually poisoned Julikara. Dama was quickly overthrown and killed when the news of her treason surfaced. Their daughter, Princess Lith took the throne in 412.
Year 412 - 498
Empress Lith was kind and freed the prisoners of war - at least those who were still alive. Lith took on a new approach to Ambrivan life and sought to make life on Ambaran easier. She supported science and the efforts of the more modern classes of Ambrivans. A small sect of more medieval Ambrivans disagreed with her letting the remaining Ahrizadi and Jhadivan people go and disagreed with the pursuit of science... They plotted to end her reign. When the plot was discovered, Lith chose to step aside from the throne to avoid a bloody battle...
Year 499 - 671
The youngest son, tho now quite old, of Auro took over for his elder sister, Lith. Emperor Medo was nothing like his siblings. He was meek and understated, shy, quiet, and easy to manipulate. His Empress, Luna, was not so much but alas she was not in charge of everything. Where possible, she coached her lifemate to keep him from harm and trouble. Technological advancement stalled but the arts thrived in this time. A council was formed called the The Wandering Council that set out to found new cities for the Ambrivans. Five new cities were founded in this time, and on his deathbed (old age), Emperor Medo chose his daughter, Celesti, as his successor.
Year 672 - 834
Empress Celesti was a good blend of her parents - quiet and understated while also calculating and smart. No one knew quite what she was thinking or doing at any time. When she finally chose a lifemate, the nation rejoiced. She chose well as Emperor Rictu became equally loved. Magic bloomed everywhere. Libraries filled with books. Technology came up to speed and made lives easier and more fun everywhere! Celesti and Rictu set forth new laws that made the people safer. They started what is now the modern day militia. And most of the festivals and celebrations that are held nationwide happen because they created them.
Year 835 - Present (891)
Celesti and Rictu ruled long into their twilight years and then stepped aside on the throne so their son, Creid, could take over. Creid has recently mated to the governor's daughter, Lera. Emperor Creid focus' most of his time and effort on the military. With the growing number of celestial events, it is only a matter of time before a portal they can't control is opened that could let another creature onto Ambaran. And he wants to be ready for any eventuality. Empress Lera on the other hand is into volunteering and bettering the lives of the people who need it most. They have ruled successfully for a good many years and only recently had their first born child...
Ambrivans are short, about 3'5" to 4'5" for females and, on average five inches taller for males. Adult petite or lean Ambrivan females weigh around 180 pounds, athletic or muscular female Ambrivans weigh around 200 pounds, and while not common, over weight Ambrivans do exist (males weigh 20-30 pounds more than females on average). Ambrivans can live for 150-180 years on average, with 1-20 being young, 21-50 being children, 51-80 being teenagers, 81-120 being adults, and 121-180 being elderly. Most Ambrivans do not live past 180 (tho some do - the oldest on record was 200).
Ambrivans are stout and do not injure easily. They jump high, run fast, but are clumsy in water without special training. They are hardy and do not suffer in the cold like some creatures do tho they overheat easily in the summer and fall. They get claustrophobic easily - they prefer wide open spaces... tho some have overcome this and work in mines or live in forests. Most Ambrivans are afraid of heights as well, and only a select few can glide thru the air. Those that can glide thru the air are considered genetic superior (for flight, Ambrivans usually require magic as even a GS Ambrivan's wings are a little too small for flight alone and barely sustain gliding for more than a few minutes).
All Ambrivans have two fingers and a thumb on their hands, and they have two toes on their feet. They all have a tail that extends out one foot for females and up to three feet for males. The underside of their tail and the backs of their feet have gems embedded into them from where they drag. Tails never grow. Babies are born with the length of tail they will have throughout their entire life and only the tail ribbons will grow with them as they age. The biggest differences between males and females are three items: 1) how they excrete their waste (women have holes on their body near the crease of their tail whereas men excrete waste from the end of their tails), 2) their overall body shape as females are curvy and voluptuous while men are more thick and muscular, and 3) men have a longer tail than women.
Love, Relationships, & Reproduction
Ambrivans enjoy fun and sometimes go thrill seeking. Close and dependable friendships are essential for safety as well as mutual development and networking. Most Ambrivans stay within their age circles and rarely adventure into older or younger Ambrivan friendships. Old-School and high-class Ambrivan society is formed around the belief in love at first sight. As such, Ambrivans are not date per the high class and elderly Ambrivans who follow old-school rules, and once they choose their mate, they pair off for life if their chosen mate reciprocates the affection. However, a new school of Romantic Lifestyle Ambrivans have come on the scene and believe in choice: they date whomever and however many they want, and when they find someone they are compatible with, they mate for life.
Crystals play a large part in an Ambrivan's life. Not only do they funnel magic for the Ambrivans, they also perform reproductive functions. Ambrivans do not have genitalia in the common sense. Both males and females have erotic zones that can be stimulated (lips/tongue, ears, tails, bottoms of feet, and a bump on the bottom front of the pelvis), but to reproduce, two Ambrivans must pull a gemstone from their flesh (incredibly painful) and match it to their partner. Then they choose who will carry the child to term, and the chosen partner takes the pair of gems and inserts them into their belly-button. Within minutes, their body will absorb the gems and the magic will form a new life. The new life will take about five months to mature into a baby that can live outside the womb. The baby is then birthed back through the belly-button area of the parent Ambrivan. Because conception is done this way, as long as there are two parents involved, same-sex parents can have biological children together and both men and women can carry and birth babies. Taking two gems from the same Ambrivan will NOT produce a child as there is only one side of the DNA needed in those gems.
Language & Naming
There are two languages: Ambirnon and Ambirnasign. Ambirnasign is a sign language the elder Ambrivans use in their old age to communicate discreetly among themselves while the other is the spoken language known by all Ambrivans.
Ambrivan names are as diverse as they get. Most are named after an elemental or geological feature they somewhat resemble with an additional nonsensical word after and then their proper name will follow. Most Ambrivans have four or five names tho less and more are not unheard of. Finally their family name completes the verbal diarrhea that is their identity. As their names are so convoluted, most Ambrivans are known by a nicname, often one that is not part of their full name... thus adding to the confusion of who is who.
Magic & Technology
Ambrivans have access to magic. The magic they have is not an innate ability but they use their bodies to channel the innate magic of their planet in various ways. The gemstones they pick up throughout their life carry this magic that they channel. Mutations also give and can create new magic - it just depends on the mutation and the rarity of the mutation.
Ambrivans are never allowed to have or to use dark magics - they are inherently good creatures. Each color of the rainbow is embodied by a gem on Ambaran and channels a specific set of powers. These powers can be Elemental or Superior powers. Elemental powers are the most common with only the most specialized Ambrivans able to have and channel Superior powers.
Elemental Magics
wind (purple)
from slight breeze to a gale that might knock your neighbor over...
water (yellow)
keep it fresh, catch a cool drink, or summon a spring rain...
fire/heat (red)
from a little burn to a fist-sized blaze...
light/electricity (orange)
a little light on things or a quick zap to your friend or annoying sibling...
earth (brown)
to move the earth or not, that is the question...
ice (blue)
a little cold snap or convenient ice rink for fun...
spirit/emotion (pink)
delve deep into the secrets emotions of life around you...
Superior Magics
metal/magnetism (gray)
tinker and have fun, metal is your to mold and more...
sonic (green)
send secret vibrations or make things crumble...
dreams (black)
enter the world of dreams and go on a journey or maybe just flush out the nightmares...
healing (white)
be the best and heal the hurts of those around you...
Combined Powers
SOME combinations of powers can turn into other powers if you have access to both types of gems...
dreams + spirit/emotion
dreamwalker: you can travel to and interact with the Astral Plane
sonic + ligh/electricity
thunderclap: make the big booms...
wind + ice
superspeed: let nature make your way for you... only faster!
metal/magnetism + fire/heat
magma: make that lave flow - it's unstoppable!
healing + spirit/emotion
therapist: cure the mind and soul along with the body...
water + earth
greenthumb: grow the plants that you need or want...
DARK Magics & Powers
The great evil of our time left behind a legacy of fear and darkness...
energy/spirit absorption (black)
can literally drain away the life force of anyone or thing you want to any degree...
WHEN IN COMBINATION OF OTHER NON-DARK MAGICS, THE MAGICAL COLOR DARKENS AND CAN BE USED FOR EVIL...
Ambrivans are also a technological race. They strive for perfection and easy access. They want all the creature comforts when they come home from work (they value a job well done and being self-sufficient above most everything). If we have it on Earth, they have it or a better version on Ambaran. They also mix technology and magic - some technology works better with Ambrivans using certain gemstones.
Organized Religion & Sports
Ambrivans, thanks to all the magic and magically occurring things around them, are a spiritual race and subscribe to several organized religious beliefs. Each of the gods and goddesses have their own religious following, tho Andra and Rhideno are usually worshipped together. Temples to gods and goddess can be found scattered around Ambaran in and out of the cities. The largest temple is in Habrina City and is to Andra and Rhideno.
Ambrivans LOVE their sports - as a sturdy and muscular race, they take great joy in watching and participating in sports of all kinds. If we have it on Earth, they have it on Ambaran. But the biggest sport of all is RUDDERBALL!
Laws & Social Norms
Ambrivans look towards the legal professions for aid and a fair trial. Some Ambrivans just don't find that right spot to fit into society. As such, crime does happen. Some is petty crime (theft, minor assault, etc) while some is major like murder. Incarcerated Ambrivans are expected to contribute so society doing all the jobs the rest of society does not want to do.
Ambrivan society is built on mutual respect, but some forms of respect are mandated to be shown. When in the presence of an Ambrivan performing their chosen profession for you as a service, you bow in thanks. All Ambrivans through adulthood also bow to elder Ambrivans to show reverence to them. In society, rank is determined by age so an older adult goes first while the younger adult waits. And parent(s) are expected to care for their children before themself(s) and children expected to be well-mannered and quiet.
The military profession is always in high demand. Unlike the other professions, the military chooses the Ambrivan based on their magical aptitude. An Ambrivan who cannot tap their magic consistently and successfully has no business in battle. Military soldiers use both magic and technology combined to wage war and protect the planet. While the military looks medieval, it is the producer of and purchaser of the most technologically advanced items on Ambaran. They also experiment a lot with weapons and weapon/magic combinations. The highest ranking guard is the Royal Guard who protect the palace and Imperials. Their leading soldier is called the Royal Guardian and usually has two war advisers at his or her side. The elite part of the military are a unit called Imperial Grunts. Within them are specialized areas such as spies, snipers, seals, etc. Their leading solder is called the Imperial Guardsman (even if a woman) and has specialized in every possible field. It takes years to prove yourself in the main military to get to be a Royal Guard or an Imperial Grunt. The main military is where the bulk of the soldiers find themselves - trying to work up to Royal Guards or Imperial Grunts. They supplement the police force when necessary, specialize in many different things like medical care, guns and ammo, magic (close range and distance), physical combat, etc.
Ambrivans & Other Species
Ambrivans are the key species in two evolutionary changes: Haalomans and Seresans. Ambrivans can be found playing in the water with Seresans and gliding through the sky with Haalomans (either with wings or technology that lets them fly). They get along well with each species and are often the teachers to these two more archaic species...
A Timeline of Ambaran
Before Timekeeping
There was a time when history was not kept. These dark days were filled with war, strife, starvation, and mistrust. Two races of creatures were said to have come from the viscous fluid of the pits of Ambaran: the Ahrizadi (a lizard-like creature) and the Jhadivans (a cat-like creature). Tho evolving separately, eventually when the tumultuous upheaval from the viscous fluid stopped, the two factions found peace. We only know this because the hybrid created created from their union is the earliest ancestor of the Ambrivans...
Year 1 - 292
The reign of the first Emperor was a great one according to the Ambrivan history books. Emperor Auro was fierce and unrelenting. His Empress, Ristanna, gave him many children and supported their people. The factions of the Ahrizadi and Jhadivan peoples continued to blend together creating what Emperor Auro called a "Super Race" and named it Ambrivan. Anyone not recognizing the super race was found guilty of treason. Eventually, by year 292, only Ambrivans were left free in the world...
Year 293 - 411
After the death of Emperor Auro (old age), his eldest daughter, said to be the "Face of Ambrivan Society," took the throne. She had the momentous duty to continue the super race, and Empress Julikara did just that... She continued the push outward to seize any lands left by the Ahrizadi and Jhadivan factions, imprisoning any she found still in hiding. By the time she was done killing and imprisoning, there was no doubt that Ambrivans were all that was left on Ambaran. Her wife, Empress Dama, hated all the violence and greed and eventually poisoned Julikara. Dama was quickly overthrown and killed when the news of her treason surfaced. Their daughter, Princess Lith took the throne in 412.
Year 412 - 498
Empress Lith was kind and freed the prisoners of war - at least those who were still alive. Lith took on a new approach to Ambrivan life and sought to make life on Ambaran easier. She supported science and the efforts of the more modern classes of Ambrivans. A small sect of more medieval Ambrivans disagreed with her letting the remaining Ahrizadi and Jhadivan people go and disagreed with the pursuit of science... They plotted to end her reign. When the plot was discovered, Lith chose to step aside from the throne to avoid a bloody battle...
Year 499 - 671
The youngest son, tho now quite old, of Auro took over for his elder sister, Lith. Emperor Medo was nothing like his siblings. He was meek and understated, shy, quiet, and easy to manipulate. His Empress, Luna, was not so much but alas she was not in charge of everything. Where possible, she coached her lifemate to keep him from harm and trouble. Technological advancement stalled but the arts thrived in this time. A council was formed called the The Wandering Council that set out to found new cities for the Ambrivans. Five new cities were founded in this time, and on his deathbed (old age), Emperor Medo chose his daughter, Celesti, as his successor.
Year 672 - 834
Empress Celesti was a good blend of her parents - quiet and understated while also calculating and smart. No one knew quite what she was thinking or doing at any time. When she finally chose a lifemate, the nation rejoiced. She chose well as Emperor Rictu became equally loved. Magic bloomed everywhere. Libraries filled with books. Technology came up to speed and made lives easier and more fun everywhere! Celesti and Rictu set forth new laws that made the people safer. They started what is now the modern day militia. And most of the festivals and celebrations that are held nationwide happen because they created them.
Year 835 - Present (891)
Celesti and Rictu ruled long into their twilight years and then stepped aside on the throne so their son, Creid, could take over. Creid has recently mated to the governor's daughter, Lera. Emperor Creid focus' most of his time and effort on the military. With the growing number of celestial events, it is only a matter of time before a portal they can't control is opened that could let another creature onto Ambaran. And he wants to be ready for any eventuality. Empress Lera on the other hand is into volunteering and bettering the lives of the people who need it most. They have ruled successfully for a good many years and only recently had their first born child...
Ambaran FAQ
Posted 7 years agoGeneral Questions
What CAN you do?
-- make your own (MYO) OC using the available trait sheets and lore.
-- participate in events as much or as little as you want.
-- adopt an existing OC (most of which are FREE (by MamaLantiis) or OTA).
However, you CANNOT do:
-- cannot ad lib your own traits - follow the trait sheets!
-- may NOT claim the species as your own - always credit MamaLantiis (ie Lantiis.com) for the species!
-- may NOT create a ROYAL OC of any variety.
-- may NOT make babies or pets without an existing adult OC.
What do you own with your premade adopt or MYO?
-- regular adopted OCs are yours. MamaLantiis gives up her rights to them (exception: you cannot make $$$).
-- royal adopted OCs MamaLantiis retains some rights to as royal OCs get written into canon lore.
-- MYOs are yours. MamaLantiis has no rights to these OCs.
You don't want your OC(s) anymore. What do you do?
-- rehome your premade adoptable OC through the group (will go into the free adopt journal - not for royals).
-- for MYOs, sell your OC for up to $5/500pts or less ... or for $10/1000pts OTA payments or less.
-- you are free to trade and gift any OCs except royal OCs. Note MamaLantiis about Royals.
So, can you create adopts?
YES! Do not sell for more tha $5/500pts though! This is an open species, and people can make their own!! ALSO!!! In your adopt description, INCLUDE THE FOLLOWING:
Ambrivans (et al) by MamaLantiis at lantiis.com
Please Join AmbrivanSociety on dA or join the Discord https://discord.gg/PZAQUbh
This is an OPEN species by MamaLantiis on dA - you can create your own for free!
What if you block or are blocked by the CS Creator/Owner/Group?
OR what if you decide to leave the CS and take your OC with you?
These are the steps that can/will/need to happen...
FOR MYOs:
-- bye.
-- your adopt will be retired and not used at all.
FOR PREMADE ADOPTS:
-- follow your adopt-maker's guide! For MamaLantiis THIS IS THE GUIDE!
-- remove all mention of AmbrivanSociety ...
-- your adopt will be retired but may be used as an NPC in the group/Discord by an admin. *** see note below!
FOR ROYAL ADOPTS/MYOs:
-- follow your adopt-maker's guide! For MamaLantiis THIS IS THE GUIDE!
-- change 25-50% of the coloration of the adopt - new version MUST be somewhat different than the original adopt for you to continue using the adopt outside the group.
-- remove all AmbrivanSociety specific traits for the species and replace with something else. Again, this is a MUST.
-- remove all mention of AmbrivanSociety ... This is a MUST.
-- once approved by an admin, you may use your new character without credits to the adopt-maker or group.
-- the now freed-up royal adopt may be 1) adopted back out to continue canon storylines, 2) retired and used as an NPC, or 3) permanently retired - the decision is up to the discretion of the adopt-maker and group admins.
*** for premade adopts, if your OC is in stories/ships/family/etc with another member and your OC is retired, if they want to keep those connections, we will come to you and ask permission to use your OC as an NPC. If you say no, that is ok and we will not go against your wishes - this clause is just there so you know a possibility could arise where we might come asking about this.
What constitutes an "Ambaran OC?"
An ADULT Ambrivan, Seresan, or Haaloman. Babies do not count (and cannot be adopted without money AND an adult of the same species). Pets (like the Scrouse) also do not count.
What kind of society do they live in?
Ambrivans live in a modern society with magic and technology mingled together. They have all the creature comforts, modern housing, shopping, a killer fashion industry, etc.
Seresans live in a medieval society that is riddle with infighting and constant power struggles. They are nomadic warriors and do not have nor use technology (even if gifted to them).
Haalomans live in a renaissance style society filled with progressive invention, artistry, and a bit of flamboyant and carefree living. Haalomans are fun and love to learn and have fun (they can use technology if an Ambrivan gives it to them).
About the lands and civilizations of Ambaran
Is the water really yellow on the mainland?
Yes, the water on the mainland is sulpheric and does smell slightly of rotten eggs. This is because the base of the mainland is volcanic. Ambrivans and other species on the mainland that need fresh water to drink must boil the water or purchase already prepared water from a store. The "fresh water" on the mainland is safe to swim in but if too much is drank without being purified, one can become ill. No, the lakes and rivers are not warm or hot like hot springs.
How often do eruptions happen on this volcanic mainland?
Not often. One hasn't happened in over 100 years tho smoke does billow out of the mountaintops occasionally and sometimes the odd magma rock will be ejected into the skies (watch out below!).
There is a dragon on the map. Is there really a dragon in the skies?
Yes, there is. A couple actually. Be careful with your Haalomans XD
I can't find a city I want my OC to live in. Can I make one up?
You can. Just be aware that for it to be canon, more than you has to be there, and it must be mentioned in the RP on Discord.
Can my OC live in a castle?
I don't know, can they? Haha of course! If you have a story showing they can afford one, go for it! They can't be "royalty" though. If you want a royal or imperial OC, you must note the group.
Do Ambaran OCs wear jewelry?
Yes they sure do! They can wear anything we can wear and anything you can think up! Get creative!
Can the species intermingle?
YES! Ambrivans can meet both Seresans and Haalomans though Seresans and Haalomans DO NOT get along so should not be put in a situation where they would meet. There is no crossbreeding tho. Sometimes love affairs can happen, but due to how each species reproduces and mates, the romantic relationship is mostly emotional and not completely physical.
Species Anatomy and Physiology
Do Ambrivans have hair on their bodies (besides their head)?
Yes, they have fine hairs that grow between small scales on their skin. The scales and skin itself is a matte gray color while the fine hairs that grow are a rainbow of colors and a vast array of patterns. The hair feels silky smooth and dries very quickly when wet. It does not do much for keeping warm.
Do Haalomans have feathers covering their bodies?
No. The only feathers they have are the ones on their trait sheet plus around their neck. Like Ambrivans, they have fine hairs that grow up between small scales on their skin. The scales and skin are a matte gray in color but the fine hair that grows can be any color of the rainbow in any pattern.
Do Seresans have body hair like Ambrivans?
No, they have scales on their skin which are much larger and harder than what Ambrivans and Haalomans have and come in different colors besides the matte gray of Ambrivans and Seresans.
Do Ambrivans have pointy teeth?
All the species (Ambrivans, Seresans, Haalomans) have pointy teeth. The only ones with fangs, however, are Seresans.
How big are Ambrivan feet?
Think of the paw on an animal. They basically walk on their toes as their feet are rather small. They compensate for balance with their tail.
Are the ram horns in front of or behind their ears?
Either - and it is more an ear choice than a horn choice. You see, it is a matter of comfort for each individual Ambrivan where they put their ears... So, however your Ambrivan wants to do their ears (in front of or behind their ram horns), is fine with me.
About the Ambaran RP
Where is the RP located?
The RP is located in our discord@. You must be the owner of at least one Ambaran OC to participate. You cannot play two OCs at a time.
What can we do in the NSFW RP?
Well, all the stuff you can't do in the general RP lol. NOW, there are some exceptions: if it is getting too steamy or fluffed up in extensive blood and gore, a mod will ask you to take it to private messages. Also, NSFW events are not ever canon.
How does an RP event become canon?
The thread must close and not be NSFW for it to be considered for canon status. Admins will come together on such threads and discuss the possibilities of adding canon status to a series of events. The only other way to gain canon status is to be a sanctioned event for the RP, and at its close, all the goings-ons within will become canon. It is important to note that sanctioned events are never NSFW.
What CAN you do?
-- make your own (MYO) OC using the available trait sheets and lore.
-- participate in events as much or as little as you want.
-- adopt an existing OC (most of which are FREE (by MamaLantiis) or OTA).
However, you CANNOT do:
-- cannot ad lib your own traits - follow the trait sheets!
-- may NOT claim the species as your own - always credit MamaLantiis (ie Lantiis.com) for the species!
-- may NOT create a ROYAL OC of any variety.
-- may NOT make babies or pets without an existing adult OC.
What do you own with your premade adopt or MYO?
-- regular adopted OCs are yours. MamaLantiis gives up her rights to them (exception: you cannot make $$$).
-- royal adopted OCs MamaLantiis retains some rights to as royal OCs get written into canon lore.
-- MYOs are yours. MamaLantiis has no rights to these OCs.
You don't want your OC(s) anymore. What do you do?
-- rehome your premade adoptable OC through the group (will go into the free adopt journal - not for royals).
-- for MYOs, sell your OC for up to $5/500pts or less ... or for $10/1000pts OTA payments or less.
-- you are free to trade and gift any OCs except royal OCs. Note MamaLantiis about Royals.
So, can you create adopts?
YES! Do not sell for more tha $5/500pts though! This is an open species, and people can make their own!! ALSO!!! In your adopt description, INCLUDE THE FOLLOWING:
Ambrivans (et al) by MamaLantiis at lantiis.com
Please Join AmbrivanSociety on dA or join the Discord https://discord.gg/PZAQUbh
This is an OPEN species by MamaLantiis on dA - you can create your own for free!
What if you block or are blocked by the CS Creator/Owner/Group?
OR what if you decide to leave the CS and take your OC with you?
These are the steps that can/will/need to happen...
FOR MYOs:
-- bye.
-- your adopt will be retired and not used at all.
FOR PREMADE ADOPTS:
-- follow your adopt-maker's guide! For MamaLantiis THIS IS THE GUIDE!
-- remove all mention of AmbrivanSociety ...
-- your adopt will be retired but may be used as an NPC in the group/Discord by an admin. *** see note below!
FOR ROYAL ADOPTS/MYOs:
-- follow your adopt-maker's guide! For MamaLantiis THIS IS THE GUIDE!
-- change 25-50% of the coloration of the adopt - new version MUST be somewhat different than the original adopt for you to continue using the adopt outside the group.
-- remove all AmbrivanSociety specific traits for the species and replace with something else. Again, this is a MUST.
-- remove all mention of AmbrivanSociety ... This is a MUST.
-- once approved by an admin, you may use your new character without credits to the adopt-maker or group.
-- the now freed-up royal adopt may be 1) adopted back out to continue canon storylines, 2) retired and used as an NPC, or 3) permanently retired - the decision is up to the discretion of the adopt-maker and group admins.
*** for premade adopts, if your OC is in stories/ships/family/etc with another member and your OC is retired, if they want to keep those connections, we will come to you and ask permission to use your OC as an NPC. If you say no, that is ok and we will not go against your wishes - this clause is just there so you know a possibility could arise where we might come asking about this.
What constitutes an "Ambaran OC?"
An ADULT Ambrivan, Seresan, or Haaloman. Babies do not count (and cannot be adopted without money AND an adult of the same species). Pets (like the Scrouse) also do not count.
What kind of society do they live in?
Ambrivans live in a modern society with magic and technology mingled together. They have all the creature comforts, modern housing, shopping, a killer fashion industry, etc.
Seresans live in a medieval society that is riddle with infighting and constant power struggles. They are nomadic warriors and do not have nor use technology (even if gifted to them).
Haalomans live in a renaissance style society filled with progressive invention, artistry, and a bit of flamboyant and carefree living. Haalomans are fun and love to learn and have fun (they can use technology if an Ambrivan gives it to them).
About the lands and civilizations of Ambaran
Is the water really yellow on the mainland?
Yes, the water on the mainland is sulpheric and does smell slightly of rotten eggs. This is because the base of the mainland is volcanic. Ambrivans and other species on the mainland that need fresh water to drink must boil the water or purchase already prepared water from a store. The "fresh water" on the mainland is safe to swim in but if too much is drank without being purified, one can become ill. No, the lakes and rivers are not warm or hot like hot springs.
How often do eruptions happen on this volcanic mainland?
Not often. One hasn't happened in over 100 years tho smoke does billow out of the mountaintops occasionally and sometimes the odd magma rock will be ejected into the skies (watch out below!).
There is a dragon on the map. Is there really a dragon in the skies?
Yes, there is. A couple actually. Be careful with your Haalomans XD
I can't find a city I want my OC to live in. Can I make one up?
You can. Just be aware that for it to be canon, more than you has to be there, and it must be mentioned in the RP on Discord.
Can my OC live in a castle?
I don't know, can they? Haha of course! If you have a story showing they can afford one, go for it! They can't be "royalty" though. If you want a royal or imperial OC, you must note the group.
Do Ambaran OCs wear jewelry?
Yes they sure do! They can wear anything we can wear and anything you can think up! Get creative!
Can the species intermingle?
YES! Ambrivans can meet both Seresans and Haalomans though Seresans and Haalomans DO NOT get along so should not be put in a situation where they would meet. There is no crossbreeding tho. Sometimes love affairs can happen, but due to how each species reproduces and mates, the romantic relationship is mostly emotional and not completely physical.
Species Anatomy and Physiology
Do Ambrivans have hair on their bodies (besides their head)?
Yes, they have fine hairs that grow between small scales on their skin. The scales and skin itself is a matte gray color while the fine hairs that grow are a rainbow of colors and a vast array of patterns. The hair feels silky smooth and dries very quickly when wet. It does not do much for keeping warm.
Do Haalomans have feathers covering their bodies?
No. The only feathers they have are the ones on their trait sheet plus around their neck. Like Ambrivans, they have fine hairs that grow up between small scales on their skin. The scales and skin are a matte gray in color but the fine hair that grows can be any color of the rainbow in any pattern.
Do Seresans have body hair like Ambrivans?
No, they have scales on their skin which are much larger and harder than what Ambrivans and Haalomans have and come in different colors besides the matte gray of Ambrivans and Seresans.
Do Ambrivans have pointy teeth?
All the species (Ambrivans, Seresans, Haalomans) have pointy teeth. The only ones with fangs, however, are Seresans.
How big are Ambrivan feet?
Think of the paw on an animal. They basically walk on their toes as their feet are rather small. They compensate for balance with their tail.
Are the ram horns in front of or behind their ears?
Either - and it is more an ear choice than a horn choice. You see, it is a matter of comfort for each individual Ambrivan where they put their ears... So, however your Ambrivan wants to do their ears (in front of or behind their ram horns), is fine with me.
About the Ambaran RP
Where is the RP located?
The RP is located in our discord@. You must be the owner of at least one Ambaran OC to participate. You cannot play two OCs at a time.
What can we do in the NSFW RP?
Well, all the stuff you can't do in the general RP lol. NOW, there are some exceptions: if it is getting too steamy or fluffed up in extensive blood and gore, a mod will ask you to take it to private messages. Also, NSFW events are not ever canon.
How does an RP event become canon?
The thread must close and not be NSFW for it to be considered for canon status. Admins will come together on such threads and discuss the possibilities of adding canon status to a series of events. The only other way to gain canon status is to be a sanctioned event for the RP, and at its close, all the goings-ons within will become canon. It is important to note that sanctioned events are never NSFW.
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