[i]"Hear all citizens! King Gonagas, the Lord of this land and the Defender of the people, has sent out a decree to all cities, towns and villages; to all who are now living within the boundaries of the Kingdom. Hear the words of your King! "From King Mikill Gonagas to all ready and able who are willing to take up arms in defence of the Realm, "'The Kingdom is facing a threat from the surrounding countries and the lands round about it which requires immediate action. To protect the freedom of the people, I, the King, will send a dispatch of the Royal Guard joined with all the volunteers who are given a rank in the Guard, on a pre-emptive quest to strengthen the position of the Kingdom and our ability to defend it. Report at the gates of Helsset, the City of the King, before the harvest season begins. May the hand of The Guardian be over us all.'"[/i] This was the tidings the messenger came with. You are a person of remarkable skill and talent in your art be it swordsmanship, controlling the supernatural and the elements, stealth, alchemy or anything else. Regardless of the questions and doubts the strange and unexpected open call aroused, you answered and left for Helsset. Whether it was glory or adventure, title or rank, revenge or revolution. You had your reasons. You met a group of other volunteers in the previous village you traveled through, the village of Giron - the last at least somewhat politically meaningful village on this streak before arriving to Helsset. Since Giron, you have been traveling together as a party. That was three days ago. - This is the premise for the game. The actual game that I have written begins when the players arrive to Aanaar Field on the shores of Lake Guhkki. The events of the game take place in and around Avveel (a small town on the way to Helsset). There will be two main tasks (a search and a rescue mission both with the possibility of failure) and some free (though somwhat limited) roaming. I have a fair amount of solid lore written of the world of Idumea that I can share for character creation and narrative reference. I won't be taking part as a player. I will focus only on GM, environment and NPC roles. Exact details we can talk through in the OOC. Questions? Concerns? Yays or Nays? [hider=Some Q&A] [quote=@BytheSpleen] What races can we expect? [/quote] The nations and races of Idumea are human or very human like. The kingdom ruled from Helsset is mixed in races. You will find humans, elves, dwarves and mixed breed [u]mainly[/u]. There are pale humans and dark skinned. Where they come from and who were their ancestors affect this. Elves are also different. An elf who has his/her roots deep in the forests naturally looks different from the one who comes from the dark underground caverns or from the one who came from the mountain tops. The leading thought behind the inhabitation of Idumea is that everyone can be traced back to the "Adam & Eve" of Idumea. Thousands of years of isolation and living under certain conditions has formed the races to what they are now. To make a list of what I have thought of in essence would be: - Human (usually lives on the planes, on ground, sea shores etc) - Elf (forest, mountains, deep underground) - Dwarves (mountain side caves etc) [quote=@BytheSpleen] I'd also like to know the extent and types of magic allowed. Of course, I'm not asking about how powered up magic can get come meta-game, but more like the strains put on a person for type X or Y. [/quote] Magic and super natural arts is one of the areas I have not completely explored yet but this much I can tell. Strength of one's art depends on his or her faith - understanding and knowledge of matter, unwavering trust that matter will heed when it is commanded. Using supernatural skills strains stamina. Running out of stamina means fainting, black out, coma of a kind depending of how severely the individual in case has been exhausted. The most basic magic is natural magic, ability to control the elements - the natural world around you. For those who have made an extra effort towards light or dark, there is a possibility to add some extra flavor. Alchemy, necromancy, and summoning are possible. A word on summoning. Because the embodied spirits have a will of their own they can't be commanded, only called. To become a summoner one must find the spirit, challenge the spirit's test, win and make a covenant with it. Loyalty to the covenant is the key to the relationship's strength. Other forms of magic and supernatural arts are possible except those involved with space and time. [quote=@The Omnipotent Sphere] For summoning, could you give an example of a covenant that could be made? [/quote] I have not thought of exact covenants. In exchange for the Spirit's complete loyalty, it makes you commit to a certain lifestyle, habit, regular "worship" and/or requires you to give away something. That something should somehow then be seen in the character's behavior or actions in the game. I should mention that the spirits are nature related. Elements, forces of nature have each their spirit. [/hider]