Fliers are posted all across the continent of Eucora. These fliers are posted far and wide, in large cities and small remote villages. You walk up to one such flier in your hometown and pluck it off the posting. [hider=Flier][img]http://i1243.photobucket.com/albums/gg560/steele9093/Screenshot%208_zpsipesokp7.png[/img][/hider] Races you can play as: [list] [*][b]Dwarf-[/b] [hider]Dwarves can live to be more than 400 years old. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideas of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud. Most dwarves hail from the Sasahr Mountains in the North East corner of Eucora and are traditionally warriors or blacksmiths by trade.[/hider] [*][b]Elf-[/b] [hider]Elves can live weIl over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. Elves no longer have a true civilization of their own. There is still an elven culture as they still maintain individual cities and forests but they no longer have a country to call their own.[/hider] [*][b]Halfling-[/b] [hider]Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. Most halflings live in small, peaceful communities with large farms and well-kept graves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.[/hider] [*][b]Human-[/b] [hider]Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morais, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short lifespan, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of non-humans compared to the proportion of humans who live in nonhuman lands. They have far more countries, large and small, than any other race but the population of their civilizations is a good melting pot of all races.[/hider] [*][b]Dragonborn-[/b] [hider]Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talon like claws with three fingers and a thumb on each hand. The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor-bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn's conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races- or even from the gods. Dragonborns tend to live as nomads in the mountains, even sharing the territory with the dwarves who prefer to be in the depths of the mountain as opposed to the Dragonborns who prefer mountain tops.[/hider] [*][b]Gnome-[/b] [hider]As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see. Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place. Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome mighl tutor several generations of a single human family over the course of his or her long life.[/hider] [*][b]Half-Elf-[/b] [hider]Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others Iive with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose Iives of solitary wandering or join with other misfits and outcasts in the adventuring life.[/hider][/list] Classes you can play as: The list of classes allowed for this RP are: [list] [*][b]Barbarian-[/b] A fierce warrior of primitive background who can enter a battle rage. [*][b]Bard-[/b] An inspiring magician whose power echoes the music of creation. [*][b]Cleric-[/b] A priestly champion who wields divine magic in service of a higher power. [*][b]Fighter-[/b] A master of martial combat, skilled with a variety of weapons and armor. [*][b]Monk-[/b] A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. [*][b]Paladin-[/b] A holy warrior bound lo a sacred oath. [*][b]Ranger-[/b] A warrior who uses martial prowess and nature magic lo combat threats on the edges of civilization. [*][b]Rogue-[/b] A scoundrel who uses stealth and trickery to overcome obstacles and enemies. [*][b]Sorcerer-[/b] A spell caster who draws on inherent magic from a gift or bloodline. [*][b]Warlock-[/b] A wielder of magic that is derived from a bargain with an extra planar entity. [*][b]Wizard-[/b] A scholarly magic-user capable of manipulating the structures of reality. [/list] [h3]Last Updated: 6/4/2017 1355 EST[/h3]