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Aredel

Kingdoms - Ambroe Isle

Climate: Temperate/Heavy Winters
Known As: Ambroetians
Primary Lang: Common, Wizards Tongue
Capitol City: Ambroe City
Population: Roughly 100,000 people
Ruler: The Wizard's Council

People:

60% of the population of Ambroe Isle is comprised of people from other kingdoms that have come to learn at the college. No one over the age of eight (or equivalent according to race) will be accepted into the college for teaching. By doing this, it allows the Wizard's Council to groom and shape the child into what they call the Perfect Wizard, and also the student will be considered an Ambroetian. The child does nothing but eat, sleep, and breath the study of magik and has little influence from the outside world. Those who try to enter the college after the age of either or fail the entrance test are not shunned from the college or the Isle at all, but are then taken in by one of the Schools at the college. The individual is trained in the basics of Wizardry but the School itself, but the training rarely enters advance stages. Once basic training has been completed the student is then trained for whatever is needed by the School such as guards, researchers, alchemists, and some are sent to the Temple of Kalvar, the God of Magik to become a Priest.

The other 40% or the population are families that have lived on the Isle for generations and are generally high ranking officials in the College or political figures. Most of them are in some way related to Ambroe himself. Out of this forty percent, thirty percent are human, eight percent are elves, the remaining two percent are half-elves. They tend to have the average features of those of their race, but their skin is more fair due to them living in the north, and are often uncomfortable in high temperatures.

Brief History:

Ambroe was a great and powerful wizard from many centuries ago. Some say he was the first wizard of Aredel. When the first traces of Magik were discovered by Ambroe (then a sage), he shared it with his small sect of Sages. The eight of them were the first mage's of the schools now known. Constantly being disturbed by the events of the world around them. Ambroe and the other sages, along with supporters and other interested parties, moved to the island north of Dinasis. There they continued their research, and fifty years later, the Ambroe Wizard's College was created to not only teach potential wizards how to use Magikal energy, but also to continually research Magik. Families from all over the world have sent their children to Ambroe to become a wizard. All natives of Ambroe are trained as a wizard in some for or another (first level is always wizard).

About three hundred years later Ambroe's descendant Ambroe the Tenth began the Order of Artifactors. He believed that the kingdoms of Aredel would grow and prosper together if they where able to stay in touch easier. His study of the magiks was based on devices that were used aiding people, mainly focusing on communication and information gathering. While the devices proved useful and practical, allowing King to stay in tough with their Baron's and so forth, there was only one flaw, a specially trained wizard known as an Artifactor would have to handle the device. Kingdoms began to send pupils to the school at an alarming rate to become Artifactors so they could use some of the devices that Ambroe the Tenth had created.

Culture:

Ambroetians believe in one thing, Magik. While the Ambroetians are a highly sophisticated and civil race, their goal is the ultimate understanding of the Magiks of the Universe. Ambroetians believe that once a complete understanding of Magik is reached they will no longer be confined by the Laws of the Universe, and basically become one with the Magik around them. Their dedication to the arts of Magik are so strong that anyone who becomes a student at Ambroe College swears their life to the College and the pursuit of the understanding of Magik, thus giving up their station in life. It is rumored that a few Princes have giving up their royal status to become a Ambroetian wizard.

Ruling Structure:

Ambroe Isle is ruled by The Wizards Council. The Council is comprised of nine members, the eight High Chancellors from each school of wizardry, and the ninth wizard is known as the Grand Chancellor who oversees the Council. Each year the Council votes on who will be the successor of the Grand Chancellor seat if it is vacated (through normal or magikal death). When this happens the High Chancellor's Sub-High Chancellor takes his seat and all the leading members of the school shift to new positions.

The Council is responsible for not only the state of the kingdom but the every day dealings of the College.

Economy:

Ambroe Isle is a very rich nation. Not only does the College bring gold in by the chest loads for the tuition's, but Ambroe is also one of the only manufactures of the numerous magical Devices that are used through out the world.

Sub Structure:

Ambroe is not split into baronies but more into campuses. Most of the island is wild and left unattended. Some say that the northern part of the island, where it stays almost in a constant state of winter, there are some strange creatures living. Mistakes from the first experiments of the Magiks. The southern part of the island is taken up by living areas and the College. The center of it all is the main campus of the College, which is also the capital. The rest of the land is divided among the schools of wizardry. They are responsible for the daily functions of their Sub-Campus. Each Sub-Campus is run by the Head Chancellor of the school. Farms, trade, education of those not attending the College are their responsibility. The Main Campus houses orders of alchemists, and artifactors. Artifactors are specially trained wizards who help create and function some of the widely used magical devices through out Aredel.

Technology:

Ambroe Isle is probably one of the most advanced kingdoms when it comes to technology. Ambroe the Tenth discovered away to make enchanted devices that could help the kingdoms become more efficient and open communications more. The biggest creation to come from Ambroe Isle is the Message Sphere. However, almost 85% of the technology that exists or comes from Ambroe Isle requires an Artifactor to use it.

Arts:

Ambroetians are known for enjoy the finer things in life. Art, theatre, music and poetry are required courses at the College. While they are devoted to the complete understanding of Magik they also understand that the stress of studying Magik needs an outlet, and one of the biggest outlets is the collection of something such as paintings, sculptings, etc. Theatre is also very popular on Ambroe, there are plays being held on a weekly basis in Ambroe City.

Fashion:

Ambroetians generally stick with the traditional robes and such of the Wizard. Those with money are almost always dressed in the finest fabrics from Bistal that money can afford.

Politics:

Politics to the majority of Ambroetians is just a plain pain in the neck. It interferes with their research and their studying. There is, however, a small group of Ambroetians that enjoy politics, while others are off collecting art or performing theatre these Wizards are busy talking politics and dealing with the politics needs of Ambroe Isle.

On a political level, most of the other kingdoms view Ambroetians politicians with a very light heart, not taking them overly serious. However, they must feign interest as must as possible since Ambroe College is the only place in the world for one to become an Artifactor.

Orders & Groups:

There are quite a bit of different organizations in Ambroe Isle. First and foremost, the College is broken up by the Schools of Wizardry, then there are specialized orders such as the Order of the Artifactors (which any Wizard may join after meeting their requirements). The schools are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation, and Universal. The Orders are Alchemists, Artifactors, Arcane Sages, Elementalists, Planes, Strategist and True Magiks.

The School of Universal Magik studies all schools of Magik, believing that to fully understand the forces of Magik you can not limit yourself to one field of thought.

The Order of Alchemists is the second largest order in Ambroe, The Order is comprised of Wizards who study the chemistry of Magik, such as elixirs, oils and potions.

The Order of Artifactors is the largest order on Ambroe Isle. The wizards in this Order spend their time making magikal devices such as rings, stones, and specialized enchanted devices. Just about all of the items created by an Artifactor can only be used by an Artifactor.

The Order of Arcane Sages. The Wizards are philosophers, and thinkers. They are often found deep in some library reading some sort of ancient tome.

The Order of Elementalists are an Order of Wizards that spend their time studying the magiks of the elements. Not only that they are also often friends from beings of the elemental planes.

The Order of the Planes are Wizards who study the vast planes of the Universe and often engage in the dangerous practice of planar travel.

The Order of Strategist are militant Wizards. They study the use of magik for war and battle. This is the smallest of the Orders and often those who are in it aren't very popular with the rest of the Orders or Schools.

The Order of the True Magiks. This is the Order of orders, and contains only the most powerful of Wizards. This order devotes it's time to studying and learning what is called "True Magik", the most powerful form of Magik known. The spells and items they have created over the years are sheer power that can perform feats that only can be compared to Miracles. Those who try to use True Magik without the skill or knowledge have been know to have their soul ripped apart.

Religion:

While religion is not high on most Ambroetian's priority list, many of the Wizards follow the god of Magik Kavlar.

Current Status:

Currently the college has hit a bit of a snag. It seems that now Sorcerers are wanting to be allowed to attend and teach at the college. Some of the Chancellors in the council feel that sorcerers are not real wizards and therefore can't attend the College. This is causing some issues with the Council since some of the Sub-Campuses are letting Sorcerers set up shop in their territories.

Ambroe Isle is also a member of the Council of Kingdoms, but some say the only reason they joined was to keep students in and coming to the College.

Playing an Ambroetian Character:

Common Roles:

Ambroetian characters fill many roles from Researchers and War Strategy to Diplomacy and Politics.

Adventuring Archtypes:

Artifact Hunter: These Wizards spend the life searching out various items and artifacts of Magik that have been lost for centuries. Some Hunter's become so obsessed that little else matters.

Knowledge Seeker: These Wizards travel the world trying to take in as much knowledge possible. They will travel from kingdom to kingdom studying and researching anything and everything they can about the history of the people and their kingdom. They are curious sorts always wanting to know more.

Roleplaying Hints:

Ambroetians are rather intelligent and for the most part wrapped up in themselves. They prefer Magik to the brute force of the sword and will often find ways to always use Magik in a situation. They also find things that are not in their area of interest very boring and will often try to drive the conversation to something they know so they can show of their intelligence.

Outlook on other Countries:

Ambroe Isle has generally stayed rather neutral in the affairs of the world. They accept students from almost every kingdom in the world, and don't seem to have a real problem with anyone. However, they do not accept sorcerer's very easy and are often rude and condescending to them.

Creating an Ambroetian Character:

Naming Conventions:

There are no real naming conventions since most of the people in the kingdom are from around the world. Mainly the Wizards go by a single name, two names are sometimes used, but families names are never used. An Ambroetian will often introduce himself with his name, a title, his school, and order, if belonging to one. An example would be: Dacorr of the School of Divination, Member of the Order of Artifactors.

Ability Scores:

Ambroetians must have a minimum Intelligence of 16. Ambroetians are highly intelligent but not very compatible with people.The gain a +1 to their Intelligence score, while suffering a -1 to their Charisma.

Racial Abilities:

Height: Native Ambroetians are 60". Add 2d6 for starting height

Weight: Native Ambroestions are about 165lbs. Add 6d6 for starting weight

Age: Ambroetian start at 16 + 1d4. Native Ambroetians live till about 100, then again some never die.

All Abroetians receive one bonus Meta feat at 1st level and Spell Mastery at 5th level

School/Order Bonuses : (Considered trained in skills listed)

All Schools, with the exception of the Universal School gain the following:

Note on Orders: Once the character joins an Order, they are considered 1st level in that Order, but this does not affect your class level at all. Example: Tolrad joins the Order of Arcane Sages at 6th level. He is now a 6th level Wizard but is 1st Level in his Order. As he goes up in levels his ranking in the Order goes up. The Wizard must have 5 levels in his Order before he can join a new order. Rank requirements do not include Attribute bonus.

Order of the Alchemist:

To join the Order of the Alchemist the Wizard must be 5th level and have 10 ranks in Alchemy, 8 Ranks in Knowledge: Herbalism, 6 Ranks in Knowledge: Brewing and the Brew Potion feat. Upon becoming 2nd level in the Order the Wizard gains a bonus 2 ranks in Alchemy, at 4th level the Wizard gains the bonus feat, Improved Brew Potion.

Order of Artifactors:

To join the Order of Artifactors the Wizard must be 6th level have 8 ranks in Use Magical Device, 8 Ranks in Knowledge: Arcana, 8 Ranks in Knowledge: Engineering and the Craft Wondrous Items feat. Upon becoming 1st level in the Order the Wizard gains the feat Forge Artifact, and at 2nd level Use Artifact.

Order of the Arcane Sages:

To join the Order of Arcane Sages the Wizard must be 5th level and have 10 ranks in Knowledge: Arcana, 8 ranks in Spellcraft, 4 ranks in Knowledge: History and the Scribe Scroll feat. Upon becoming 2nd level in the Order the Wizard gains 4 ranks in Knowledge Arcana, and at 4th level the Wizard gains the feat Improved Scribe Scroll.

Order of Elementalists:

To join the Order of Elementalist the Wizard must be 6th level have 10 ranks in Knowledge: Elements, 6 Ranks in Knowledge: Arcana, 4 Ranks in Knowledge: Planes, and the feat Spell Mastery with all spells from the feat being elemental based.

Order of the Planes, Strategist and True Magik require the Wizard to be at least 10th level before they can join.

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