[center] At the beginning, there was naught. Outside of existence, outside of time - a state of non-existence impossible for any mortal mind to imagine. Then, there was the 'Lights', for a lack of a better word. It could not be seen nor heard nor felt with any sense in existence, impossible to describe. The light were... A tunnel that lasted for an eternity, yet ended in a breath. Beautiful, yet terrifying. It brought emotions and feelings that were impossible to understand. They are the totality of every things in existence, but also... an inexplicable great void. [b][i]And they have created you[/i].[/b] None of you ever "[i]seen[/i]" the Pantheon, but you know their names as if they raised you. You do not remember any faces, but know each of them as if they were your parents - in a way, they are. Your creators, your masters. Your benefactors, and also your jailors. They firmly hold you in the grasp of their immortal hands and you belong to them. You are the very definition of "[i]Loyalty[/i]" towards your creators. The source of your powers may vary from one of the gods or the other, but all of you serve the Pantheon of the Divines wholly, and your mission is clear. You have been sent to [b]Edanica[/b], the mortal world, to stop the realization of a Prophecy. You do not know which one nor what it really is about or what you will have to face. In an ultimate irony, your Masters left you very little to begin your search if but one sentence; [i]"Find Sol. Walk with the Ancients."[/i] [/center] [hr] Hi and Welcome to [i]Prophetiae Adventum[/i]. This world, story and Roleplay is kind of my baby and something I had in my mind for a long time which I kept on building upon. It was originally created for Dungeon and Dragon but I decided I wanted to bring it to the Guild and see what the amazing writers here would make of this Adventure. Now, even though this was made for D&D, I intend to run it here as a regular RP, not a tabletop. That being said a lot of things like races and creatures will be taken from the DND settings. If you do not know DND and still are interested - not an issue. It really is just your classic Fantasy setting, so you're welcome here! [b][u]Concept[/u][/b] The concept behind the story is that every players have basically been recently created by the Gods of this world, the Pantheon. As Envoys, they came down to the word and found a suitable body, or a Host. Alive, dead or even a machine (Warforged) doesn't matter. Envoys do not have emotions and memories of their own, but when they take over their host both the entity and the host merge together. The original mind and whole being essentially disappears and the Envoy takes over, but they are influenced by their original host emotions, personality and memories. Whether your character is heavily influenced by them or not is up to you. [u][b]Brief Current History[/b][/u] For some time now Edanica was at peace. For the last century or so, a fragile peace was held when the Empire of Nuniel reached it's peak expansion and failed the break the status quo with Zuiterra or the Twin Kingdoms. Very recently though, in the last few years, hostilities have picked up again. When the previous Emperor died and Emperor Metiros Alland of the Alland Dynasty took the throne of Nuniel, he began mobilizing his forces against the south. This time however, the Empire had [i]Magi-Technologi[/i] weapons. For many years they began meddling with this new power and had created flying ships and other wonders of magic and technology, but only now it seemed they applied it to military uses under their new Emperor. They had managed to create soldiers, machines they called 'Warforged' as well as what they called 'Magiarms' (firearms) that can shoot deadly projectiles from a distance. With these new means of war, Nuniel has been making steady progress and pushing the No Man Land's borders towards the Twin Kingdoms slowly but surely. It's among all of this turmoil that the Envoys of the Pantheon have been sent to Edanica. No matter where on the land they woke up, all of them had an innate ability to sense their brethren and find their way to them. Somewhere in the kingdom and city of Latis they would finally all meet. [h2][center][u][b]Some Rules[/b][/u][/center][/h2] I probably won't have a ton of those, but I'll list the ones that seems most important to me. 1. The RP is inspired from D&D, but isn't D&D. As such, it's going to be more descriptive and narrative without the rules. For battles, most of the time, I will let you be your own judge on whether you succeed or fail in dealing with smaller mobs and monsters. Your characters will start off on the stronger-side. However for some NPCs, encounters and evidently tougher enemies, players will have to describe what they attempt to do and wait on the GM update to see how it goes. I am do my very best to stay available for questions in that regard. 2. My schedule varies from week to week, but I [i]will[/i] try to give a post every week. If I cannot for any reason I will tell everyone, and I expect people to do the same. I will wait a few days for stragglers and people who needs a bit more time, but will eventually have to keep things going. If that happens, there will always be ways to let people get back in. If someone ghosts or keep the story from going forward often enough, I'll address them and it could unfortunately lead to dropping them. 3. No drama, no pointless arguing. I don't think I'm a mean person but I will try to keep my foot down on decisions, and if someone brings more trouble than anything else, I won't stand for it. Probably will noit come to that, though, hopefully. 4. When all is set and done, I will accept a group of a maximum of 5 people. This story is big, and I need to tailor a lot of things around the characters that will be created, so I can hardly do more. That's about it. There is no CS format in the Interest Check on purpose, but I will give a few pointers for those that needs to have a better idea of their character; [list] [*] Your character will come into this world with innate knowledge of most stuff you'd expect a grown mortal to know. For example; you might be a few weeks old at most, but you know what a tree is. You know social standards and the such. You might not necessarily know what a certain monster is if it's on the rarer side, but depending on what your 'host' previous life was, that might vary. [*] In D&D, Adventurers are people who are above your average mortal from the get go. They are special individuals with innate skills in one or many things. They grow to become Heroes, Kings and half-Gods. Your characters will start with innate powers that wouldn't be in a regular D&D campaigns. They will have certain actions they will be able to do that is purely added for this RP format, and customization. [*] Your characters cannot be non-believers - for obvious reasons. You do not have to be crazy Zealots neither, but you have to be loyal to the missions and willing to complete it as the most important goal. The story is tailored to show Immortal beings (you) the truth being mortals existence and it's hardship. Chaarcters views might change as the story progress. [/list]