I got this idea from Theyra, and joined his version of the game. It's a nation role play. The premise is that millenia in the past, you, the player, or at least, a close approximation of you has been transported there (You don't need to be the same person as you are in real life, it's just a persona), as an ordinary modern person with immortality, meaning agelessness, and immunity to disease, but otherwise are capable of dying. (Specifically through violence) The world will change based on your actions and where you arrived in the world all those centuries ago. You choose a region of the world, OOC, then arrive with nothing more than period accurate clothing, with no shelter, no food, etcetera, and nothing to your name, and you have to work your way into the people's trust and then work as their leader. What if, rather than the old Egyptian Kingdoms, the Mesopotamian societies, the Mediterranean City States, British tribes, the Vikings which came later, etcetera, other civilizations emerged? The difference between Theyra's very interesting role play, and this role play, is that a form of magic exists in this world. Think around the levels of magic seen in low Fantasy settings, such as A Song Of Ice And Fire, Conan the Barbarian, etcetera. You have an enhanced intelligence, instinctual knowledge of some form of magic in addition to your immortality, improved senses such as smell, hearing, and sight, and modestly elevated physicality, think the strength and reflexes of around twenty people, and heightened ability for your body to heal it'self. [b]Character Creation:[/b] [b]Name[/b]: [b]Appearance[/b]: [b]Former Profession[/b]: (This may grant you some small advantage in game play.) [b]OOC Chosen Magic:[/b] (Scholarly Magic, Pact Magic, Inner Magic) You begin the game play with a maximum of a handful of spells AND you have to label them all of your spells how you got them. Each Magic type has it's own advantages over the others.) If you choose Pact Magic, you choose what entity, god, etcetera your power comes from. To be clear, your characters begin with a form of spell/magic from this list: [hider] [b]Glamors[/b], the magical ability to significantly alter your appearance, even appearing to be someone else entirely. [b]Apportation[/b], the ability to use an element to disappear from one place and appear in another. You can take this spell more than once, each time you choose it, it applies to another element. [b]Invisibility[/b], the power to be unseen by the naked eye [b]Remote Viewing[/b], the power to see, as if by your own eyes, unseen, maybe even hidden, distant locations, for example, someone being able to witness, and listen to a conversation from miles away with their own mystical senses. No phones, no screens, etcetera.) [b]Telekinesis[/b], the power to move objects, people, etcetera with one's own mind alone. [b]Telepathic Communication[/b], the power to speak with others from long distances away, with one's own mind alone. [b]Elemental Manipulation[/b], the power to control one of the elements of nature. At the early stages of your power you must have an element somewhere in order to manipulate it. Also, at the early stages, you can only effect one target at a time with the elements. You can take Elemental Manipulation more than once, taking a new element to control every time. [b]Familiar[/b] You choose an animal, or some other creature normally thought of as "lesser" than Humans such as a bat, cat, bird of some kind, or even a bug, etcetera. The Familiar grants you a modest but noticeable, and permanent advantage, also acts as a potential scout for you. Lastly, a Familiar can grant you a "Free" spell, eventually but you have to grow in power first. [b]Others[/b] You can suggest other powers for me to add to the list. [/hider] That's it for now, about your personal abilities, but what's just as or maybe even more important is your abilities as a leader. You can choose up to three traits to help you grow your civilization, and eventually can gain more through role play, conquest, and discovering secrets, etcetera. [b]Rules[/b]: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of one character 5. Minimum of two paragraphs