Sounds like a plan! Let me know if you need any help shifting through the details of the world. I'm happy to answer questions. The important things to know right now are: [hider=Important things to know] - The current location we are in is Shimmertown. - The Cult of Insight has been given leave by the king to assert their influence/teachings there. - In doing so he allowed them to plant what's call a seed of Insight somewhere in the town. Which they did the night prior. - This seed created overnight what people call a Distortion which currently envelopes the town. - Additional information: In actuality a Distortion is really a side effect caused by the Discarded of Sight. People are unaware of this fact however. It used to be considered a natural phenomenon isolated to The Broken Islands. Effects from this distortion are as follows: [list] [*] The sky turns black as night during the day [*] At night the sky turns shades of purple [*] The sun and moon shines green [*] The sunrise always happens in the North [*] Day light appears normal except that its darker. Like the light seeping through heavy clouds during a stormy day. (Forgot to add in the OOC original post) [*] The sunset will alternate from occurring in the East and West [*] Fire emits black flames but gives off the same orange glow [*] Shadows of the living will lean towards light sources. Not away. [*] The ripples in a pool of liquid will move towards the source of the disturbance [*] Objects, such as barrels, pots or forks, will change shades of color and slightly shift positions when nobody is looking [*] [color=f7941d][b]People who sleep, while in a distortion and covered in darkness, are touched by the Insight and granted visions which lead to violence.[/b][/color] [*] Some people will even foresee their deaths minutes before the event actually occurs (Even people not affected by Insight) [/list] - Since the Distortion happened overnight on an unsuspecting town, The whole town is now tearing it's self apart. - The Cult has burned the docks to prevent escape and has already turned most of the town guard into followers. [/hider] Aside from that, another important thing to be aware of is The Being of Many Names. He's an entity, of sorts, shrouded in mystery with the ability to break the forth wall and mischievous attitude to boot. He has appeared to select people to guide them towards some sort of goal presumably. Essentially he is my Quest maker for this RP. He shows up, says whats going on, and lets the players to make decisions. He's also a convenient way to guide new players to the main group. Lastly, Familiars are a thing. Anybody can have one. They are a part of the example Sight Magic System I came up with. The text in green at the bottom is a description on familiars. [hider=Lumen Vocaision] [u][b][color=6ecff6]The Art of Lumen Vocaision[/color][/b][/u] A Sight based magic system Requires light as a fuel source and see-through glass as a storage device. Unregulated Lumen Vocaision is the art of conjuring illusions into being. People who are capable of performing Lumen Vocaision are called Vocaisionists. The illusions summon are called Light Constructs. Performing an act of Vocaision requires three things: glass, light, and a little imagination. Once a person has the prerequisites, there are three steps which must be performed: 1) Images must be seen through a glass pane, and stored into said glass pane for later use. 2) The Vocaisionist must then customize the captured the image. By touching a glass pane, the user can modify stored images seen through the panes of glass. Tossing away bits of images that are unneeded, and add bits of images to other images stored away. Once customized to a wielder's liking, actions and commands can be embedded into the image. With this, the light construct is ready for summoning. 3) The Vocaisionist can summon their creation. By placing one of their glass panes into a light source, the light constructs can be summoned to perform their master's bidding. They will eat away the nearby light, casting an orb of shade around the glass. The orb of shade will gradually become darker until there is no light left touching the glass pane. Once that happens, (about 2 - 5 mins in broad daylight and depending on the quality of the glass's opaqueness) the light construct will disappear and the orb of darkness will vanish. If the glass is shattered, the light construct will also vanish. Used stored images must be re-customized with actions and commands to be used again. [hr] There are three types of light constructs: Summons, Traps and Familiars. [color=6ecff6][b][u]Summons[/u][/b][/color] are customized images that can move, perform acts for their masters, and even fight. [color=6ecff6][b][u]Traps[/u][/b][/color] are customized images that create invisible lasers that when past will cause the trap to be activated. The lasers Traps emit can only been seen when tossing dust, flour or other powder substances in the air (mist works too). An example trap may be spikes extending from a pane of glass or arrows shooting from the glass. A Trap light construct lasts significantly shorter than other construct. 3 seconds at the most. 1.5 seconds for poor quality glass. [color=82ca9d][color=6ecff6][b][u]Familiars[/u][/b][/color] are advanced light constructs that have been given a mind and personality of their own. They can only be produced with a special kind of near unbreakable rare and expensive glass called Metal Glass. Metal Glass has a silvery glittery look which is clear as day. It's metal properties for some reason make it a poor substance for Traps and Summons. However it is perfect for familiars. Familiars are almost always tiny and most useless for performing acts of work/fighting. They have, however, found their way into the market as pets. Creating a Familiar requires a Vocaisionist to spend half a day focusing a light source into a piece of Metal Glass. Doing so allows familiars to stick around for an entire day only vanishing when there is no nearby light. Familiars are generally given two forms which they will switch back and forth from depending on their mood. They don't fully understand the world like humans do. Familiar's have two states: owned and unowned. To own a familiar, a person must place a drop of their blood into the Metal Glass. After doing so, the familiar links to your mind and can speak to you that way. Only on familiar can be owned at a time, and an owner can disown a familiar at any point the own desires. Any one can own a Familiar. [/color] [/hider] So basically, familiars are a sort of an Enchanted object. Often people make the object in a necklace or bracelet with a bit of Metal Glass that is attached. So long as the Metal Glass bit is in the light, your familiar will be... awake, for lack of a better term. If you want to dismiss the familiar, you can cover the Metal Glass bit to block out the light.