[i]Role-play for Lydyn & LadyMagnanimous.[/i] [center][img]http://i144.photobucket.com/albums/r181/lydyn1/Corrupted%20Crucible_zpsav6x5nyd.png[/img][/center] [i]"Avaon is the only world and beyond it, lies the white shores of Mystic - the Heavens."[/i] -Gianna, Scholar The world as we know it is a rather large, but singular continent. If there are other lands beyond the scope of Avaon, then they are separated by so many leagues of salty water that no one has lived to return from them. Within Avaon lies four main kingdoms and within them, several lands and castles beholden to their empires; Jeril for the humans, Orgeryl for the orcs, Vartaria for the Elves, and Fuutum for the dwarves. For the most part, Avaon is rife with conflicts between holdings, adventurers, and the occasional power hungry rune bearer then the typical wars one might expect from vastly different races. This is not to say that it's history does not contain any [wars], but the land was filled with relative peace after Silvus, the holder of the [i]'Soul Eater'[/i], was killed on the battlefield by four companions of the Jeril empire. This brought Avaon upon the fourth era in it's history where many folks were recovering from the absolute power that [i]'true'[/i] runes could bring to light. Times were happier and more peaceful, as towns and kingdoms were being rebuilt and the adventurers took advantage to explore lost and forgotten ruins. However the scars of the destruction that Silvus had spread across the land were not easily forgotten. While many recognized it was simply the elf's own fault for mass murdering countless, there was a divide between those who blamed other causes on Silvus' evil. One side were those who started to mistrust the elves, for they had produced the man that caused so much fear while the other side blamed the runes, accusing them of corrupting his mind and twisting his heart. This is where [i]'they'[/i] made their mark. Two heroines brought together by some twist of fate and in this fourth era, they will shake the foundations of generations to come - and unlock the mysteries of legends passed down since the first era. [hr] [h1]The Player Manual[/h1] [hider=Races] [h3]Humans[/h3] Humans can range from various heights, weights, and have anywhere from white to black skin colors, along with brown, red, blonde, or black hair. They live to roughly 100 years old and have a unique knack for acquiring knowledge more quickly than the other races as well as an innate adaptability. They are normally more in tune with machines than the other races as well. [h3]Elves[/h3] Elves are the longest lived of the four races, living anywhere upwards to 200 years of age, though there have been rumors of them living near the ages of 400, but never confirmed. They're usually shorter than humans, but taller than most dwarves, and usually slim - it is unusual to see an obese elf. Their skin tones are normally very fair and in some cases can even take a blue hue to them. Even though elves can be as diverse as humans, they do tend to have stronger ties to the natural world vs technology or steamworks. As such, they have keener sense than the other races and if trained properly, can spot even the most lethal assassin. Besides this, they enter a trance-like state instead of sleeping where they have total awareness of their surroundings. This unique ability also makes it harder to invade their minds with magic or even persuade them from a determined goal. [h3]Orcs[/h3] Orcs are normally taller than humans and have a larger build, though it's not as uncommon as one might think for them to be overweight due to overeating. Their skin tones are almost always some shade of green and with the addition of tusks in the males, it gives them a visage of monsters. Normally their hair is black or a dark brown, if they have any at all, and they live to around 90 years old. They are normally more battle-like than the other races, giving an illusion of blood thirsty monsters in uneducated towns, however it does not make them inertly evil. Due to this warrior spirit, they often have a strength that is beyond the others and an almost legendary stamina to match it. [h3]Dwarves[/h3] The shortest of the races by average, with skin tones ranging on the darker side of things from a natural tan to right out brown. Their hair colors also match, with black and light brown being the full hair of hair colors and their weight being on the more bulky side, but hardly ever overweight. Most men sport beards of some kind, though not all, giving them an overall look of mountaineers - which is not far from the true. While elves have ties to nature in general, the dwarves feel at home in the mountains, either topside or down in their caverns. They live to be about 150 years old and by far have the most straight up endurance of all the races, giving sway to the ideal of an unmoveable dwarf. [/hider] [hider=Runes] Runes are physical objects that bind with the user. While cascade runes can be attached and removed by trained professionals for a cost, eternal runes are semi-sentient and have such strong magical bindings in them that no one has figured out how to remove them - at least causally so and without risk to the bearer. These objects grant magical abilities to their users, based on the aspect the rune holds. [h3]Cascade Runes[/h3] Most people also refer to these simply as "runes." These had been introduced in the second era, when humans figured out the secret behind materializing magical energies into physical objects. These can come in any shape or form, from gloves, bracelets, headbands - anything that can be be set onto the body and not come loose. These types of runes encompass more concrete concepts of nature, such as fire. • [i]Fire:[/i] As you would expect, this rune controls the element of fire. It is almost an entirely offensive type of rune with some utility such as lighting campfires. • [i]Water:[/i] A rune that is a unique mix of support offensive and healing. Using water to wash away foes while being the only cascade rune to mend wounds. • [i]Earth:[/i] Primarily an offensive type of rune, it also has some supportive uses such as defense and removing earth from paths. • [i]Wind:[/i] Mostly an utility type of rune, it also has some offensive capabilities such as pushing large objects around, though this is more of a higher skill. • [i]Ice:[/i] As with fire, this is almost entirely offensive with some minor utility uses such as putting out campfires. • [i]Poison:[/i] Famous for use in assassinations, this is only an offensive rune, but differs in it's more subtle nature to weaken opponents. • [i]Body:[/i] This rune is used to enhance certain physical aspects, like endurance, stamina, strength, or agility. • [i]Metal:[/i] A situational, but powerful rune that specifics has control over minerals and metals, refined or otherwise. Normally seen as a multipurpose type of rune, though it is more rare than others. [h3]Eternal Runes[/h3] Unlike cascade runes, eternal runes are said to have been magic manifested on it's own into objects with a will of it's own. While myths of it's creation can't be confirmed, these are indeed very powerful and wholly unique - no one is alike. Much like cascade runes, they are in forms that represent trickets of some kind that can be adorned and not come loose, however they all embody other more abstract or strange concepts compared to the man-made versions. • [i]Knowledge:[/i] A rune that represents the ability to understand. One can enhance memory, observation, read and write all languages, and improve select mental skills for a limited time. • [i]Void:[/i] Represents emptiness, often creating bubbles of energy that either greatly damage or completely destroy anything inside it. • [i]Dragon:[/i] [b]I'LL LET YOU TELL ME WHAT THIS DOES[/B] • [i]Soul Eater:[/i] One of the more dangerous runes, this actually steals life energy or if in the hands of a master, can literally eat the souls of other living beings. • [i]Dominance:[/i] Often seen as the father of all runes, it's rumored to have the power to overtake the wills of other runes, even turning them against their users. • [i]Fate:[/i] Users of the Fate Rune are able to see the strings of fate, whether someone will be important to the future, things of the past, and have enough foresight to avoid ambushes and fatal blows. • [i]Moon:[/i] 'Cursed' by the fact it turns the user into a vampire. It also allows the existence of the undead. Other powers are unknown. • [i]Sword:[/i] Besides giving the user instant mastery over swordsmanship, this rune is also capable of various sword spells. These spells normally depend on the user's personality, but can be wildly different. [/hider] [hider=Character Sheet] [b]Feel free to add more if you want![/b] [code] [b]Name:[/b] [b]Age:[/b] [b]Occupation:[/b] [b]Allies:[/b] [b]Rune:[/b] [b]Level of Mastery:[/b] [b]Rune Abilities:[/b] [b][u]Skills & Talents[/u][/b] [i](1 gransmaster skill, 1 master, 2 artisan, 3 journeymen, 4 novice)[/i] [b][u]Personality[/u][/b] [b][u]Background[/u][/b] [/code] [/hider] [hr] [h3]Random Notes[/h3] • Each rune has a level of mastery - since it's only us two, I decided to forgo writing them all out. However, feel free to use this format to describe your rune's level of mastery and what they do (I'm assuming you wanted the dragon rune, to summon your dragon ^.-); [code][list][*][b]Novice:[/b] [*][b]Journeyman:[/b] [*][b]Artisan:[/b] [*][b]Master:[/b] [*][b]Grand Master:[/b] [/list][/code] • Both characters will be established heroines. Either masters or grand masters in their respective craft (i.e. Grand Master swordsmen). • The world will use runic symbols for magic. While there are basic ones, there are also more powerful, abstract versions, such as 'True Sight' rune. The heroines will likely have one of the more powerful ones. • Probably a feudal system, though perhaps less involved in politics than normal? I'm not good at politics.