[quote=@ERode] Imagine not DMing me the thread immediately after you post it. Do you fear Albrecht's big dick energy that much? [/quote] yes [hr] Coolio, we got people. If you want to work on a character while I finish up all of the work and junk, here's an info dump and a basic CS. Please note that this won't be first come first serve, just in case more people get interested in it. I can answer any questions one might have about character creation or the world, so just ask me in a PM, on the thread, carrier pigeon, or any other channel you might have with me. In the mean time, here's a character sheet and some info about what's what. [hr] [hider=Blessings]The abilities and items of those blessed by the gods do not follow any rules. One could simply gain an inordinate amount of strength, or they could gain the abilities of anything they eat. Most people only have one or two blessings from a god, if they have any. Those blessed by the gods usually become polarizing figures who have pages dedicated to them in history books.[/hider] Know that these are only the basics on the common forms of magic. You can go outside of it if you want. [hider=Magic][b]Magic[/b] refers to the ways that humanity are able to defy the laws of nature. Various means exist to alter the world. The basis of most magic takes the form of mana; an invisible force that binds everything together. For those with great internal mana, they are booned with the ability to create. The many schools of [b]mages [/b]create their magic using complex symbols and formulas that they have associated with chants. For mages, study is the way of acquiring power. Their magic is rigid, yet both the amount of spells they possess and inventive uses of magic allows them to become versatile scholars. Alternatively, [b]sorcery [/b]is the path of emotion for those with internal mana. Rather than rely on rigid spells, sorcerers understand and alter mana with little more than their passion and vitality. Sorcerers embrace magical domains rather than rigid schools. Their magic is highly versatile due to their formless spells that can be changed at one's whim, but they are limited in which domains they may exist in. A sorcerer, unless highly gifted and favoured by the gods, are unable to exist between opposing domains. A pyromancer is almost never able to enter the domain of hydromancy. For those who are favoured by the gods, they may instead pray to a higher power to alter the world for them. The gods of the world are numerous, each with their own domain of faith. By becoming a [b]cleric [/b]or [b]priest [/b]of one, one may live in service to their deity. The rituals and prayers required by a god vary, as do their powers. Their methods in which they cast, could be considered as an intermediary between sorcery and magecraft. The rigidity of prayer, but the flexibility of outcome. Some are neither blessed by the gods in their capability or favour. These people often turn to darker, more nefarious means of magic. For some, they tap deep into the power of ancient creatures that once opposed the gods: demons. [b]Warlocks[/b], as they came to be known, harness the power of these ancients in order to cast devastating spells. Though, it is all borrowed power. Everything has a price. [b]Dark Arts[/b], as they came to be known, are similar to warlocks. The primary difference between the two being that rather than make a deal, the user simply subjugates the demon and takes the power for their own. Everything, of course, has mana weaved delicately into it. As a result, some magic remains nigh impossible. One can not crush the organs of another directly, nor can they alter another's mind unless the disparity in mana is enough to shatter the weave. Out of this, some methodologies have been born. [b]Witchcraft[/b], also known as black magic, is the means in which one can alter the weave held within one's body. Curses, possessions, crushing the organs of one's foe are merely a handful of possibilities for witches. The weave is ephemeral, however. To alter the weave requires great rituals. Druids, on the other hand, employ the same concept of altering the weave that witches do. Rather than forcibly change them with rituals, however, druids live harmoniously with the weave. Because of this, they may influence anything the weave touches. While their influence is only temporary, they can cause grass to turn into vine, transform into beast, or even polymorph others with enough power. Some magic, of course, defies all logic. [b]Dragoncraft[/b], the innate magic of dragons, has no rules to it. Dragons merely understand the weave and create, destroy, or alter as they please. [b]Cliff-notes:[/b] Mages are the typical scholarly types. They have big lists of rigid spells and are nerds. Sorcerers are chad mages. Instead of needing to study, they just pick a domain and do things. Pyromancy? You can now do anything with fire, limited by your mana. Clerics pray to a god to get their power. They have to do rituals and prayer to keep their power and can't do anything their gods hate. Warlocks make a deal with a demon/devil/fiend/ancient to get them to cast the spells for them. Witches do highly complex rituals to make curses and do other things no other method (save for maybe warlocks) can do. Druids are very nice and use nature. Dragons are thads that literally do not give a shit about your rules of magic and will actively doodoo on any notions of what they can and can't do.[/hider] [hider=Races that are important: Cliffnotes][b]Humans[/b] are the bog standard human type fantasy race. Many different settlements and cultures, each based on the location of which they are. Humans are the most plentiful race on the main continent. [b]Elves[/b] are the stereotypical anime elves. They're tall people with pointy ears. Many different variants of elves exist. Traditional elves live in forests and worship nature deities, while Dark elves worship the moon and the gods of magic. While elves often intermingle with humans, the difference between a traditional elf and a half-elf is no longer based on one's parents. Instead, it refers to one's culture. Elves pursue the naturalistic lifestyle of their ancestors while half-elves live in settlements and participate in cultures formed by other races. There are often rifts caused between elves and half-elves as a result of elitism. [b]Dwarves[/b] are the descendants of giants, an ancient race that had gone extinct thousands of years before the current time. With short, lanky bodies full of muscle, they promote a culture of honest work and craftsmanship. Dwarven cities are among the most architecturally beautiful. Dwarven royalty is a strange exception to their traditional appearances. Holding more giant's blood than the commonfolk, they reach massive heights and power. Culturally, dwarves are insular and have a disdain for others. This stems from the fact that dwarves were treated as nothing more than a strategic resource to other nations. [b]Oni[/b] are a tribal people descended from demons and man. Their culture promotes a great sense of freedom and worship of their deities. Their appearance has great variance within its own race. An oni's skin and eyes can be a range of colors. The easiest way to tell that one is an oni are the horns on their head. Because of their highly territorial culture and traditional way of life, oni are considered to be savages and brutes by most other races. The dwarves, however, are most friendly with the oni. While they don't maintain a serious diplomatic relationship, the traditional art and craftsmanship of the oni are greatly appreciated by the dwarves. [b]Beastial Races[/b] come from an adjacent continent. Similar to Oni, they face discrimination from most of the other races because their nature as outsiders. There are many different beast races, each with their own culture and philosophies. Their appearances range from almost human with the exception of a few traits such as ears, horns, and eye-shape to bipedal animals. [b]No dragons or deity-like races[/b] will be playable, so don't worry about them. Feel free to fancify it how you like.[/hider] Know that I will be PMing ya with a bunch of random memories that your character would have gained to acclimate to the new world. [code][center][img]APPEARANCE IMAGE YO[/img][/center] [b]Name:[/b] (Previous name, new name, whatever you want your character to be called) [b]Race:[/b] (You can be what you want. I might have to apply some big lore to it to make it fit in with the world) [b]Personality:[/b] [b]Appearance:[/b] (Even if you have an image, getting some ephemeral things like height, build, and how one is percepted by others makes for good interaction) [b]Blessings:[/b] (What you could have gained. Equipment, abilities, magic, any cheat-like abilitiy) [b]Abilities:[/b] (The physical side of one's capabilities) [b]Magic:[/b] (The magical side of one's capabilities [b]Equipment:[/b] (Everyone will spawn with appropriate gear)[/code]