[center][img]http://i.imgur.com/qxis5bn.png[/img][/center][center][sub]Genres: Fantasy, Action/Adventurer, Mystery[/sub][/center][hr][center][h3][u][color=fff79a]Your Story So Far:[/color][/u][/h3][/center] Welcome to the Realm of Amonor, a vast land ruled by Grand Marquess Edun Lonefire. You have the distinguished privilege of being enslaved and executed for high treason, conspiracy, and murder of Archtemplar Tancred Lonefire, eldest son of the Grand Marquess. You don’t remember anything except your name though. You have a feeling you used to be someone great, but perhaps this is just your own personal conceit speaking to you. Two weeks ago, you arrived here in this village, isolated in the Belgo Steppe. It was a slave camp, where criminals came to labor in the mines, either to die or pay off their debts to society. Important looking officials barked at you, tortured you, and sent you down into the treacherous mines. Each day, you have worked and worked endlessly, only getting moments of sleep before getting back to business. Sometimes guardsmen would come down to fetch you, only to bring you up to beat you. They wanted answers. Who were you working for? Why did you do it? What did you hope to accomplish? You didn’t have a clue as to what they were talking about. After all, you couldn’t remember a thing. The night before your scheduled execution, a mysterious man arrived at the front gates of the camp. He was grizzled and old yet he demanded your release. Naturally, the guards refused, laughed at him, and attempted to send him away. What came next was a massacre Amonor had not seen in years. This old man slaughtered the guardsmen and any who challenged him, a flurry of tempered steel and vengeance. This proved to be enough of a distraction for another figure to sneak into the camp. While you were in your cell on death row, this sneaky rogue infiltrated the cell block and freed you from your shackles. He introduced himself as Tychus of the Shattergarde. Strangely, he looked exactly like the man taking on the entirety of the camp’s defense. Hastily, Tychus, yourself, and your 5 “co-conspirators” made a great escape. However, this is just the beginning. [center][u]You have yet to rediscover your fleeting memories.[/u][/center] [hr][center][img]http://i.imgur.com/Oq0kuvb.png[/img][/center][center][i][url=http://i.imgur.com/qszvnYn.jpg]This land[/url] is huge. I'll add more portions of the map as we go.[/i][/center] [center][hider=The Province of Idrigoth, where it all begins][img]http://i.imgur.com/QnzehRR.png?1[/img] [list] [*]The slave camp you come from is directly South of Thombarond, next to the lonely mountain in the Belgo Steppe. [/list] [/hider][/center] [hr][center][h3][u][color=fff79a]Important Notes:[/color][/u][/h3][/center] [list] [*][hider=Prisoners] [list] [*]You start with nothing except prison rags. [*]Magic users have a strange, diamond-shaped device anchored into the flesh of their chest. Magic use is impossible while this device remains in contact with flesh. In the case of smaller creatures, these devices are manifested as strange, metallic bracelets slipped over their wrists. These bracelets double as shackles. [*]Every character has shackles that chain their wrists 6 inches apart. Weapon use is possible, but extremely difficult. [/list] [/hider] [*][hider=Magic Users][list] [hider=There are three magic types:] [hider=Arcane] These casters manifest themselves as Sorcerers or specialists. Elements they can use (only 1): Earth, Wind, Fire, Water, Force, and Sonic. Sorcerers are well-rounded casters that draw power from the schools of transmutation, illusion, abjuration, evocation, divination, conjuration, and sometimes necromancy. They can also harness the power of a single element. While they are quite versatile, they will never be able to cast extremely advanced spells that a specialist can. Specialists come in a wide array of forms, but they all focus on a single school or sub-school of arcane magic. For example, an Abjurer concentrates solely on protection spells, never learning anything other than this. Another classic example is the Necromancer, who raises the dead to serve them and can curse their foes, but nothing more. Moreover, a specialist will never learn to use an element, unless they specialize in their chosen element. Essentially, you sacrifice versatility to discover the true power of your chosen school. [/hider] [hider=Natural] Scarcely seen, the Druids that possess this magic have dominion over the 4 elements of Earth, Wind, Fire, and Water. There is a mystical touch to their magic that an arcane caster cannot replicate. For example, a Druid’s Water spells can be imbued with healing energies or they could create a water elemental to their bidding. Furthermore, they can combine elements to create destructive or beneficial effects, such as combing Earth and Fire energies to create molten rock. Their elemental spells are more powerful than what a well-rounded Sorcerer could accomplish with their single element, yet are not quite as destructive as a specialist’s elemental concentration.[/hider] [hider=Divine] Possessed by celestial beings, divine magic is a sight to behold. Clergy members often ask for their god’s assistance through prayer and sacrifice, and sometimes, the gods do answer. Using a living creature as a vessel, the awesome power of the gods can manifest as anything you can imagine. However, as stated, divine magic is a gamble. (Basically, if you want to use this, I’ll roll a dice to see if your god answers you.) [/hider] [/hider][*]Magic users start with no magical knowledge until they relearn their spells, bit by bit. You can attempt to use spells you have seen others use or have gained knowledge of, but there is no guarantee it will work and may have serious repercussions. [*]Magic is connected to your physical being, and use of magic will ebb away at your energy levels. For example, an advanced spell, such as a great pillar of fire, will fatigue you much faster than a simple firebolt. At first, even simple spells will be an ordeal for you since you do not remember how to synchronize with the magic that flows through you. As you go along, this ability will come to you naturally. [/list] [/hider] [*]I don't think I need to say anything about physical (ex. knight) or cunning (ex. rogue) characters since they're rather obvious in what they do, but if you need any specifics on anything, just ask. [*]I will be conducting the story and controlling the various NPCs and Events that happen in this world. Sometimes I will introduce a poll that you all will decide where you go or how you handle a situation as a group. [/list] [hr][center][h3][u][color=fff79a]Rules:[/color][/u][/h3][/center] [list] [*]General site rules. No Godmodding, no perfect characters, no cybering, you get the point. [*]Let me know if you're going on a hiatus - Try to be active at least a few times a week. [*]Quality over quantity - Seriously, I don't expect tons and tons of writing. A few solid paragraphs is enough. [*]1 character of a race/class. No duplicates! Diversity is exciting! [*]Unsure about something? Just ask me! [*]Most importantly: [u]Have [i]fun![/i][/u] [/list] [hr][center][h3][u][color=fff79a]Character Sheet:[/color][/u][/h3][/center] [list] [*][b]Be creative with your character! If you have an idea, bring it to me and we can work something out![/b] [*][b]Accepting [u]6[/u] characters![/b] Not against accepting 7, for the right person. If too many people request to join, I will choose the most fitting for this RP. [*]Preferably would like to have a balance of magic users, physical, and cunning characters, but imbalance may be unavoidable. [*]Races taken: Fairy, Nymph, Half-Orc, Half-Elf, Elf, Human [*]Classes taken: Druid, Assassin, Barbarian, Monk, Knight, Priest [*][hider=The Sheet] Name: Appearance (no real pictures): Age: Gender: Race: Class: Magic Description (if magic user): Personality: Who you were: [/hider] [/list]