[hider= Interest Check] "Azalore.. the land of peace and harmony. A place where cities and towns thrive upon such traits. However times have changed and in this instance the world is being set anew with a path of uncertainty and chaos. Cities are being felled, Kingdoms are being toppled, and those we once looked too are now turning on us all at once." Azalore is a land of wonderment, beauty, and grace. It has marvels and wonders that would make the gods themselves look in awe of their own creation a second time-over. But even in beauty there comes danger, and this is often a natural danger, as beasts still inhabit the lands and beings of otherworldly forces are spawned seemingly from all manner of ways. This combined with the nature of sentient races eventually gave birth to fighting and war, and over time strife had a common-place in Azalorian life, but it was this trait of Old Azalore that bore us our greatest achievements.. Chosen of the Aegis. Those warriors and women, Knight and Mage alike, any who proved themselves skilled and worthy of notice, those who gained achievement under the whisper of their name.. They were chosen by the Gods for their achievements and granted an Aegis of Honor. These Chosen became the Guardians of Azalore and all it's people. The Guardians protected every town and kingdom, they took stopped their wars and they ended the fights. They were often given thrones and made Lords of the Lands, others did their duty until Azalore knew only peace and they went to slumber. Chosen grew dormant in meditation or great sleep upon their thrones and in the solitary crevices of the world where they may rest peacefully themselves. However they have awoken, and now they seek to wreak havoc. The Chosen have been corrupted through their Aegis, a force unknown to Azalore has touched the very Hearts of Azalore and turned them against us.. no one is safe from the power of a twisted Chosen. [hr] Howdy! As it goes this will be a rather gritty, grim-dark, fantasy Rp in which the players participate as adventurers and warriors who are nowhere near the level of a Chosen, but must ascend to the duty of helping protect the Lands against the new threat. This Rp will have perma-death as a possibility, and it will not be nice to the players. It will also feature some Dark Souls-esque mechanics. [/hider] [hider= Important Topics for Q&A] What is an Aegis of Honor? - An Aegis of Honor is an Orb, granted to the Chosen upon the day they prove themselves to the gods. The Orb is made of a perfectly clear crystal and is roughly the size of a Basketball. It stays dormant and acts like a crystal until the Chosen lifts it and desires to see through it. Upon such a desire the Chosen can re-watch any part of their life upon a whim. An Aegis of Honor also becomes connected to the Chosen's life, and the Aegis grants the Chosen biological immortality. This means a Chosen cannot die by old age or sickness, but can be slain by blade or spell, but due to the biological immortality, Chosen have ages to perfect their skills and expand them. This makes the Chosen as powerful as the Gods intended them to be.. nearly invincible. Perma-death is a thing in this Rp? - Yes it is, and it will always be a thing, but it won't just be: "You got chopped up, you died, ok make a new one." It will actually be harder to die permanently in this Rp than it would be to just "Die." As it goes death has two "rounds" when an Adventurer is slain in this Rp, their Soul Lantern will cause their spirit to stay long enough to find it's body. However a Soul lantern cannot spawn a spirit directly over a body. Soul Lantern's Flames can only connect a spirit to a nearby shrine. The Spirit has a limited time to return to it's body. The further a Lantern travels from a Shrine that the wielder knows of, the more likely it is for a spirit to be unable to reach the body of the deceased. Should a Soul Lantern be extinguished before death, the deceased's spirit will not be sent to a shrine to find the body, it will simply pass on and the player will die. Wait... what are Soul Lantern's and Shrines? - Soul Lanterns are magical items that, when lit by a person, connect the flame and the soul together. These Lanterns were discovered by one of the first Chosen in the earliest age of Azalore. The Chosen was a Magi who felt undeserving of his immortality and tried to offer a similar power to the people, but in turn only forged a path for those who seek to follow a Chosen's footsteps in combat and adventure. The Shrines are small locations dotted across the lands in towns, cities, roads, ruins, and many other locations. These shrines retain appearances similar to the area but the the benefit of having something that can be lit. Whether it be candles, incense sticks, or some other flammable long-burning object. These objects are lit with the Lanterns, and this ties the Soul to the shrine, but only the last shrine lit. This allows for adventurers and warriors to give themselves a fighting chance to survive even after a defeat at the hands of their enemies. [/hider] "Azalore needs the help of you, you few who truly stand against the odds. However, who are you in the end? Adventurers? Travelers? You aren't much to look at honestly..." - The Caretaker As it goes, the Rp will take place at the climax of the corruption. It has been slowly developing for a couple years and now the Chosen have risen up and have began an onslaught. Only a few have actually left their solace and have been ravaging the land. These few are the immediate threat, but to reach them alone will not be an easy task. They are wide-spread and they affect the world around them in the worst of ways. It will be up to the players and their beginning adventurers of characters to stop them, as players progress they will grow in character and strength. However they may also die or become mortally wounded, as this is a Grim-Dark Rp. The location in which you will start is: Silvershire [img]https://s-media-cache-ak0.pinimg.com/564x/61/c9/6c/61c96ca4dc9ffa9464ff024c6b265b36.jpg[/img] Silvershire is a Human origin Kingdom, and it's king was just assassinated by a group believed to be under the command of a corrupted Chosen. Our Players will be already collected at Silvershire's most infamous tavern, the Bloodied Wolf, and it is here that they will be met with an employer. A man who has secretly meddled in their affairs to ensure that no matter what they did, they ended up at this location at this very moment. This man will reveal himself once the rises to the full of the sky, and it is in this ramshackle town that the adventures across Azalore will begin, for the better.. or the worse. [Hider= Races] [hider= Humans] [img]https://s-media-cache-ak0.pinimg.com/564x/27/88/8c/27888c90b99ed2e6861d6afb3a2ba53b.jpg[/img] Humans- Humans are diverse and adaptable, the epitome of those willing to do whatever it takes to live on. They can survive in environment with enough hard work and dedication. However, their flexibility stems past the lands and is said to be the same for their skills. They can become skilled in all forms of combat, knowledge, and trade, making them among the most suited for world population, and thus is the reason why they swallowed the realm in their kin. [/hider] [hider= Elves] [img]https://s-media-cache-ak0.pinimg.com/564x/f2/4a/c5/f24ac5643c51f6469ab45f059485523b.jpg[/img] Elves- Elves are an ancient species, but aren't exactly noted. They are said to be racist themselves, viewing themselves as better than all others due to their age and knowledge of the world around them. They live to be roughly centuries old, and even then they aren't disabled or bed-ridden at such an age. It is said they mostly desire to stop their "journey" whatever it may be, and they grow tired of all they have done. They are more common than some races, but even then at most you will meet fifteen in a whole kingdom. Their true numbers are unknown, but what is known is that the Elven race is agile, dexterous above most others, and are naturally attuned to several forms of magic. Despite them not be on par with the Human's level of adaptability, it has been studied that Elves might be changing based on regional location. However there isn't proof in this currently. [/hider] [hider= Gnomes] [img]https://s-media-cache-ak0.pinimg.com/564x/39/cf/df/39cfdf37f5311156efc29c339e815e8e.jpg[/img] Gnomes- Gnomes are the smallest Folk in all the realm, barely reaching a couple feet tall with a few inches to spare, they are often the center of racism and cruel jokes, on the other hand they are often the center of intellectual advancement and progression. It was thanks to the Gnomes that many ages ago that the realm of Azalore took to the nature of advancing itself slowly, not reaching a level of wooden mechanics and devices. Objects and workings such as drawbridges and Windmills have had their inner-workings study to produce much more interesting designs, such as snapping traps that slam together from the floor, or that crank hidden gears until massive blades emerge to slaughter the trapped. They are often found in the largest cities, usually in good numbers and with snooty noses high, in their minds, to those who would chastise them for their size. [/hider] [hider= Dwarves] [img]https://s-media-cache-ak0.pinimg.com/564x/d9/50/93/d95093ef6278160545f265afeb7eec1a.jpg[/img] Dwarves- Dwarves are often mistaken for Kin of the Gnomes, when in truth they aren't kin. They are similar, but share no blood or ancestry. What they do share is a particular sphere of attributes, as in the case of Gnomes being master tinkers and intellectuals, the Dwarves are more heated and boisterous, but they excel at Blacksmithing and any craft or trade that involves metal. Whether it be a Dwarf who wishes to be a Farrier for a Farm, or one who wishes to forge beautiful Jewelry, they are the masters of metal and earth. They often stick to their own cities and don't like to mingle all that well with the other races, as the proud Dwarvish people can sometimes cause an uproar. However some Dwarves do take to small villages and towns of other races where peace is kept and metal-craft jobs are needed out of necessity. [/hider] [hider= Sylvari] [img]https://s-media-cache-ak0.pinimg.com/564x/ce/74/f7/ce74f7f8cdecfc94bca441d68b1bc7d3.jpg[/img] Sylvari- Sylvari are a mysterious race, begging at numbers reaching only a handful if you are generous. Almost nothing is known of their origin outside of their obvious connection to plants. Outside of that, they are completely unknown. They often give off a "lost puppy" vibe when you encounter one who hasn't been around people or is "Fresh" as their species seems to come out of nowhere in a fully matured form with no knowledge of the world or it's workings as designed by the races of the Realm. This makes them blank slates, and capable of mastering singular trades or arts, but it also makes them easily manipulated by the world. Many Sylvari are often hunted and captured by under-handed groups and Black Markets to use as slaves, trained hands, and easily shaped minds of the underbelly of Azalore. [/hider] [/hider] [Hider= Magic] Magic comes in three major forms: Ability- Ability Magic is that of the natural forces and body, it is magic that can wielded without the use of long-term rituals, or enchantments, or magical items that produce the spell for the wielder. This is the roughest form of magic to utilize as it drains the user. This drain can cause fatigue, ranging from minor to major, and if continued use persists it can even cause bodily harm and potentially death. As well as if a particular type of spell is used well into this level of over-exhaustion the body becomes less and less protected against it's own magic. This form of magic also makes it harder to learn numerous spells, but the few that are learned will be very powerful and considered "Mastered." Once they reach their full training with such a spell, however only a handful of mages have ever mastered all of their spells as an Ability Mage. Item/Enchantment: This form of Magic is a bit less harmful for the users, as they utilize a focus with spells already forged within it, or a special item with a unique enchantment to achieve their goal. Many Magi, even of other types, carry a Staff or Wand of this category with a spell of their particular style of magic to ensure they can always combat their foes. Though this type of magic still has it's down-falls, which would be the magic within the item. A magical object can only store so much magic within itself, and as it is used it expends it's magic overtime. For a mage to replenish this magic it must either give the item a prolonged period of time to gather it back naturally, or take it to an Enchanter who will use his own stores of Magic to replenish the object. Ritual- Ritual Magic is that comprised mostly of ritualistic tendencies and ceremonies, with some minor shortcuts. Most of the Ritual Magic can be done over a few short moments for the spell to be completed, and the spells are among the most powerful. However they require absolute concentration, special materials, and knowledge of Magic circles and runes. Should a ritual be preformed hastily, without the proper materials, or with a lapse in concentration.. then the Spell will backfire in the most extreme of ways without mercy. [/hider] -Cs- Name: Age: Sex: Race: Appearance:(Picture Preferred) Personality: Backstory: Equipment: Misc:(Place anything here that you feel didn't belong in the others, and you want to note.) [hr] Rules: -No Godmodding -No Power-playing -No Bad stereotypes -No Angsty Stereotypes -Be respectful -Please keep in mind, a balanced party is always the most powerful party.